172 lines
4.9 KiB
Go
172 lines
4.9 KiB
Go
package game
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import (
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"math"
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"mc/internal/blockentity"
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"path/filepath"
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"testing"
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"time"
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"mc/internal/block"
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"mc/internal/camera"
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"mc/internal/inventory"
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"mc/internal/item"
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"mc/internal/physics"
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"mc/internal/recipe"
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"mc/internal/world"
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"mc/internal/worldgen"
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)
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// newTestSession 构造真实世界上的游戏会话(等待区块生成)。
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func newTestSession(t *testing.T) *Session {
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t.Helper()
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reg, err := block.Load(filepath.Join("..", "..", "assets", "config", "blocks.json"))
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if err != nil {
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t.Fatalf("加载方块注册表失败: %v", err)
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}
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items, err := item.Load(filepath.Join("..", "..", "assets", "config", "items.json"))
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if err != nil {
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t.Fatalf("加载物品注册表失败: %v", err)
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}
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recipes, err := recipe.Load(filepath.Join("..", "..", "assets", "config", "recipes.json"))
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if err != nil {
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t.Fatalf("加载配方失败: %v", err)
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}
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gen, err := worldgen.New(reg, 42, 0.005, 0.01, 0.1)
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if err != nil {
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t.Fatalf("创建生成器失败: %v", err)
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}
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w, err := world.New(reg, gen, 3)
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if err != nil {
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t.Fatalf("创建世界失败: %v", err)
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}
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t.Cleanup(w.Close)
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// 等待 (0,0) 区块
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deadline := time.Now().Add(15 * time.Second)
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for time.Now().Before(deadline) {
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w.Update(8, 64, 8, 8*time.Millisecond)
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if w.Block(8, 0, 8) != block.Air {
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break
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}
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time.Sleep(2 * time.Millisecond)
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}
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// 找地表
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var surf int32
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for y := int32(255); y >= 0; y-- {
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if w.Block(8, y, 8) != block.Air {
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surf = y
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break
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}
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}
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p := physics.NewPlayer(8.5, float64(surf+1), 8.5)
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cam := camera.New(p.Eye(), 0, -math.Pi/2, 70)
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inv := inventory.New(items)
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inv.Slots[0] = item.Stack{Name: "diamond_pickaxe", Count: 1} // 选中的工具
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inv.Slots[1] = item.Stack{Name: "oak_planks", Count: 10}
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sess := NewSession(w, reg, items, recipes, p, inv, cam)
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// 测试环境禁用自然刷怪(僵尸生成依赖区块加载时序,会造成 flake)
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sess.spawnTimer = 1e9
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return sess
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}
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// TestBreakAndPlace 完整闭环:破坏地表 → 放木板(方块交互与动画.md §3、§6)。
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func TestBreakAndPlace(t *testing.T) {
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s := newTestSession(t)
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// 破坏脚下地表的草方块(向下看)
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s.BeginBreak()
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if !s.breaking {
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t.Fatal("应锁定破坏目标")
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}
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tx, ty, tz := s.BreakTarget().X, s.BreakTarget().Y, s.BreakTarget().Z
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steps := 0
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for s.breaking && steps < 600 {
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s.Tick(1.0 / 20)
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steps++
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}
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if s.breaking {
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t.Fatal("钻石镐 600 tick 未破坏草方块")
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}
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if s.World.Block(tx, ty, tz) != block.Air {
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t.Fatal("破坏后应为空气")
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}
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// 放置木板(切换到槽 1):先抬升玩家脱离坑位(否则放置位与玩家 AABB 重叠会被正确拒绝)
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s.Inv.Selected = 1
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s.Player.Pos[1] += 2
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s.Tick(1.0 / 20) // 相机跟随
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s.PlaceSelected()
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if name := s.Reg.Name(s.World.Block(tx, ty, tz).ID()); name != "oak_planks" {
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t.Fatalf("放置后应为橡木板,实际 %s", name)
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}
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if s.Inv.Slots[1].Count != 9 {
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t.Fatalf("木板应剩 9,实际 %d", s.Inv.Slots[1].Count)
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}
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}
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// TestBreakSpeed 验证工具速度公式(挖矿与矿物.md §3)。
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func TestBreakSpeed(t *testing.T) {
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s := newTestSession(t)
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stone := s.Reg.Get(mustID(t, s.Reg, "stone"))
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// 空手
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if got := s.breakSpeed(stone, item.Stack{}); got < 1/1.5-0.01 || got > 1/1.5+0.01 {
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t.Fatalf("空手速度期望约 1/1.5,实际 %v", got)
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}
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// 钻石镐(speed 8;Count 必须 ≥1 才是非空栈)
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withTool := item.Stack{Name: "diamond_pickaxe", Count: 1}
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if got := s.breakSpeed(stone, withTool); got < 8/1.5-0.01 || got > 8/1.5+0.01 {
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t.Fatalf("钻石镐速度期望约 8/1.5,实际 %v", got)
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}
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}
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// TestFurnaceFlow 放置熔炉 → 投料 → 烧炼产出(物品与背包.md §6 会话接线)。
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func TestFurnaceFlow(t *testing.T) {
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s := newTestSession(t)
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// 给玩家熔炉 + 煤炭 + 铁矿石
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s.Inv.Slots[1] = item.Stack{Name: "furnace", Count: 1}
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s.Inv.Slots[2] = item.Stack{Name: "coal", Count: 2}
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s.Inv.Slots[3] = item.Stack{Name: "iron_ore", Count: 2}
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s.Inv.Selected = 1
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// 放置熔炉(向下看,站在地表)
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s.BeginBreak()
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for s.breaking {
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s.Tick(1.0 / 20)
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}
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s.Player.Pos[1] += 2
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s.Tick(1.0 / 20)
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s.PlaceSelected()
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// 找到熔炉方块实体
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var furnace *blockentity.Entity
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for _, be := range s.BlockEntities {
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if be.Kind == blockentity.KindFurnace {
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furnace = be
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}
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}
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if furnace == nil {
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t.Fatal("未创建熔炉方块实体")
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}
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// 投料
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furnace.Insert(blockentity.SlotFuel, item.Stack{Name: "coal", Count: 1}, s.Items)
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furnace.Insert(blockentity.SlotInput, item.Stack{Name: "iron_ore", Count: 1}, s.Items)
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// 烧炼 200 tick(10 秒)
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for i := 0; i < 300; i++ {
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s.Tick(1.0 / 20)
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}
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if furnace.Slots[blockentity.SlotOutput].Name != "iron_ingot" {
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t.Fatalf("输出应为铁锭,实际 %+v", furnace.Slots[blockentity.SlotOutput])
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}
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}
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// mustID 取方块 ID(测试辅助)。
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func mustID(t *testing.T, reg *block.Registry, name string) uint16 {
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t.Helper()
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id, ok := reg.ID(name)
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if !ok {
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t.Fatalf("方块 %q 未注册", name)
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}
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return id
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}
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