Welt und ihre Regeln
World::step wendet die Befehle eines Takts der Reihe nach an: Spieler treten bei und verlassen die Welt, drei Schläge brechen weichen Fels und bringen einen Stein. Abgelehnte Befehle ändern nichts. Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
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//! The shared world and the rules that change it.
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use crate::command::Command;
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use crate::inventory::{ItemId, ITEM_STONE};
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use crate::map::{Map, Pos, Terrain, Tile};
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use crate::mapgen::generate_test_map;
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use crate::player::{
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clamp_name, Player, PlayerId, PlayerKey, MAX_KNOWN_PLAYERS, MAX_ONLINE_PLAYERS,
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};
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/// Simulation steps per second of play.
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pub const TICKS_PER_SECOND: u32 = 20;
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/// Ticks a player has to wait between two pickaxe hits.
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pub const DIG_COOLDOWN_TICKS: u64 = 5;
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/// Something that happened during a tick. Events tell the presentation what
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/// to show. They are not part of the world state.
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#[derive(Clone, Debug, PartialEq, Eq)]
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pub enum Event {
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PlayerJoined {
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player: PlayerId,
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},
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PlayerLeft {
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player: PlayerId,
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},
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/// A player could not join because the world is full.
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JoinRefused {
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key: PlayerKey,
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},
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/// A pickaxe hit landed without breaking the tile.
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TileHit {
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player: PlayerId,
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pos: Pos,
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},
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/// A tile changed its terrain.
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TileChanged {
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pos: Pos,
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},
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ItemGained {
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player: PlayerId,
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item: ItemId,
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count: u32,
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},
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/// A hit was refused because the inventory has no room for the result.
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InventoryFull {
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player: PlayerId,
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},
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}
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/// Complete state of the shared world.
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#[derive(Clone, Debug, PartialEq, Eq)]
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pub struct World {
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pub(crate) seed: u64,
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pub(crate) tick: u64,
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pub(crate) map: Map,
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pub(crate) players: Vec<Player>,
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}
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impl World {
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/// Creates a fresh world with the test map for `seed` and no players.
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pub fn new(seed: u64) -> Self {
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Self {
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seed,
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tick: 0,
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map: generate_test_map(seed),
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players: Vec::new(),
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}
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}
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pub fn seed(&self) -> u64 {
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self.seed
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}
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/// Number of ticks simulated so far.
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pub fn tick(&self) -> u64 {
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self.tick
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}
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pub fn map(&self) -> &Map {
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&self.map
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}
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pub fn players(&self) -> &[Player] {
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&self.players
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}
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pub fn player(&self, id: PlayerId) -> Option<&Player> {
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self.players.get(id.0 as usize)
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}
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pub fn find_player(&self, key: &PlayerKey) -> Option<PlayerId> {
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self.players
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.iter()
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.position(|player| &player.key == key)
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.map(|index| PlayerId(index as u8))
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}
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/// Marks every player as offline. Used after loading a save from disk,
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/// when nobody has joined yet.
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pub fn set_all_offline(&mut self) {
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for player in &mut self.players {
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player.online = false;
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}
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}
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/// Applies `commands` in order and advances the world by one tick.
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pub fn step(&mut self, commands: &[Command]) -> Vec<Event> {
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let mut events = Vec::new();
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for command in commands {
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match command {
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Command::Join { key, name } => self.join(key, name, &mut events),
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Command::Leave { player } => self.leave(*player, &mut events),
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Command::Dig { player, pos } => self.dig(*player, *pos, &mut events),
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}
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}
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self.tick += 1;
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events
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}
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fn join(&mut self, key: &PlayerKey, name: &str, events: &mut Vec<Event>) {
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let online = self.players.iter().filter(|player| player.online).count();
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match self.find_player(key) {
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Some(id) => {
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let player = &mut self.players[id.0 as usize];
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if player.online {
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return;
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}
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if online >= MAX_ONLINE_PLAYERS {
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events.push(Event::JoinRefused { key: *key });
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return;
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}
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player.online = true;
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player.name = clamp_name(name);
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events.push(Event::PlayerJoined { player: id });
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}
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None => {
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if online >= MAX_ONLINE_PLAYERS || self.players.len() >= MAX_KNOWN_PLAYERS {
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events.push(Event::JoinRefused { key: *key });
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return;
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}
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self.players.push(Player::new(*key, name));
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let id = PlayerId((self.players.len() - 1) as u8);
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events.push(Event::PlayerJoined { player: id });
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}
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}
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}
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fn leave(&mut self, id: PlayerId, events: &mut Vec<Event>) {
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let Some(player) = self.players.get_mut(id.0 as usize) else {
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return;
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};
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if !player.online {
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return;
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}
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player.online = false;
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events.push(Event::PlayerLeft { player: id });
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}
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fn dig(&mut self, id: PlayerId, pos: Pos, events: &mut Vec<Event>) {
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let tick = self.tick;
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let Some(player) = self.players.get_mut(id.0 as usize) else {
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return;
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};
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if !player.online || tick < player.next_action_tick {
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return;
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}
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let Some(tile) = self.map.get(pos) else {
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return;
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};
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let (Some(hits), Some(tier)) = (
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tile.terrain.hits_to_break(),
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tile.terrain.required_tool_tier(),
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) else {
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return;
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};
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if player.tool_tier < tier {
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return;
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}
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let damage = tile.damage.saturating_add(1);
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let breaks = damage >= hits;
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if breaks && player.inventory.free_space(ITEM_STONE) == 0 {
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events.push(Event::InventoryFull { player: id });
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return;
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}
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player.next_action_tick = tick + DIG_COOLDOWN_TICKS;
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if breaks {
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self.map.set(pos, Tile::new(Terrain::Ground));
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player.inventory.add(ITEM_STONE, 1);
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events.push(Event::TileChanged { pos });
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events.push(Event::ItemGained {
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player: id,
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item: ITEM_STONE,
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count: 1,
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});
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} else {
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self.map.set(
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pos,
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Tile {
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terrain: tile.terrain,
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damage,
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},
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);
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events.push(Event::TileHit { player: id, pos });
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::inventory::{INVENTORY_SLOTS, STACK_LIMIT};
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use crate::mapgen::outcrop_origin;
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// Lives here instead of in `tests/world.rs` because filling an inventory
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// needs direct access to the player, which the public API does not give.
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#[test]
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fn a_full_inventory_refuses_the_breaking_hit() {
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let mut world = World::new(42);
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world.step(&[Command::Join {
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key: [1; 16],
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name: "Ada".to_owned(),
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}]);
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let id = PlayerId(0);
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let rock = outcrop_origin(world.map());
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let dig = [Command::Dig {
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player: id,
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pos: rock,
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}];
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let capacity = STACK_LIMIT * INVENTORY_SLOTS as u32;
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assert_eq!(world.players[0].inventory.add(ITEM_STONE, capacity), 0);
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for _ in 0..2 {
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assert_eq!(
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world.step(&dig),
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vec![Event::TileHit {
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player: id,
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pos: rock
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}]
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);
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for _ in 0..DIG_COOLDOWN_TICKS {
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world.step(&[]);
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}
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}
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assert_eq!(world.step(&dig), vec![Event::InventoryFull { player: id }]);
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let tile = world.map().get(rock).unwrap();
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assert_eq!((tile.terrain, tile.damage), (Terrain::SoftRock, 2));
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// The refused hit starts no cooldown: once there is room, the very
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// next tick can break the tile.
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assert!(world.players[0].inventory.remove(ITEM_STONE, 1));
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assert_eq!(
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world.step(&dig),
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vec![
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Event::TileChanged { pos: rock },
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Event::ItemGained {
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player: id,
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item: ITEM_STONE,
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count: 1
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}
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]
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);
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}
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}
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