- Filter remembered entities by z-level (Hoshe + Tyre warning) - Skip remembered ghosts on currently visible tiles (Hoshe warning) - Bump ObserverSnapshot version to 3 (Tyre suggestion) - Add edge case tests: visible tile collision, different z-level, knowledge without position (Hoshe suggestion) - Regenerate msgpack fixtures for v3 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
225 lines
6.8 KiB
Rust
225 lines
6.8 KiB
Rust
//! Generate MessagePack fixture files for cross-language testing (D-030 Layer 1).
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//! Run with: cargo test --test gen_fixtures -- --ignored
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::simulation::time::DayPhase;
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use std::fs;
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use std::path::Path;
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fn write_fixture(name: &str, bytes: &[u8]) {
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// Write directly into the Godot project's test fixtures (single source of truth)
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let dir = Path::new("../client/tests/fixtures/msgpack");
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fs::create_dir_all(dir).expect("create fixture dir");
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let path = dir.join(format!("{}.msgpack", name));
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fs::write(&path, bytes).expect("write fixture");
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eprintln!("Wrote {} ({} bytes)", path.display(), bytes.len());
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}
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/// Helper to create a minimal v2 snapshot for fixtures
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fn fixture_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
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ObserverSnapshot {
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version: 3,
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tick,
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game_time: GameTime {
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day: 0,
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time_of_day: 0,
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day_phase: DayPhase::Morning,
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paused: false,
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},
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player_facing: FacingDirection::North,
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entities,
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visible_tiles: vec![],
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}
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}
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#[test]
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#[ignore] // Run manually: cargo test --test gen_fixtures -- --ignored
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fn generate_msgpack_fixtures() {
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// Snapshot with one NPC entity
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let snapshot = fixture_snapshot(
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42,
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vec![VisibleEntity {
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entity_id: 1,
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x: 10.0,
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y: 20.0,
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z: 0,
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kind: EntityKind::Npc,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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}],
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);
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write_fixture(
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"snapshot_one_npc",
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&rmp_serde::to_vec_named(&snapshot).unwrap(),
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);
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// Empty snapshot
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let empty = fixture_snapshot(0, vec![]);
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write_fixture("snapshot_empty", &rmp_serde::to_vec_named(&empty).unwrap());
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// PlayerInput: MoveNorth
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let input_north = PlayerInput {
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tick: 100,
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action: PlayerAction::MoveNorth,
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};
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write_fixture(
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"input_move_north",
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&rmp_serde::to_vec_named(&input_north).unwrap(),
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);
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// PlayerInput: UsePerceptionMode
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let input_perception = PlayerInput {
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tick: 200,
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action: PlayerAction::UsePerceptionMode("thermal".to_string()),
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};
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write_fixture(
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"input_perception_mode",
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&rmp_serde::to_vec_named(&input_perception).unwrap(),
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);
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// Snapshot with Player entity
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let snapshot_player = fixture_snapshot(
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1,
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vec![VisibleEntity {
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entity_id: 100,
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x: 16.5,
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y: 16.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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}],
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);
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write_fixture(
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"snapshot_player",
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&rmp_serde::to_vec_named(&snapshot_player).unwrap(),
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);
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// Snapshot with multiple entities and all EntityKind variants
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let snapshot_multi = fixture_snapshot(
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999,
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vec![
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VisibleEntity {
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entity_id: 1,
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x: 16.5,
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y: 16.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Known,
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observation: EntityVisibility::Visible,
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},
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VisibleEntity {
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entity_id: 2,
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x: 5.0,
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y: 10.0,
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z: 0,
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kind: EntityKind::Npc,
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visibility: VisibilitySector::Peripheral,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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},
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VisibleEntity {
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entity_id: 3,
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x: 15.5,
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y: 3.0,
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z: 1,
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kind: EntityKind::Object,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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},
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VisibleEntity {
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entity_id: 4,
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x: 0.0,
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y: 0.0,
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z: -1,
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kind: EntityKind::Terrain,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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},
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],
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);
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write_fixture(
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"snapshot_multi_entity",
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&rmp_serde::to_vec_named(&snapshot_multi).unwrap(),
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);
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// v2 snapshot with visible_tiles and game_time populated
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let snapshot_v2_full = ObserverSnapshot {
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version: 3,
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tick: 500,
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game_time: GameTime {
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day: 1,
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time_of_day: 720,
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day_phase: DayPhase::Evening,
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paused: false,
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},
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player_facing: FacingDirection::Southeast,
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entities: vec![VisibleEntity {
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entity_id: 1,
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x: 10.5,
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y: 10.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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}],
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visible_tiles: vec![
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VisibleTile {
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x: 10,
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y: 10,
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z: 0,
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visibility: VisibilitySector::Forward,
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},
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VisibleTile {
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x: 11,
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y: 10,
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z: 0,
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visibility: VisibilitySector::Peripheral,
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},
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VisibleTile {
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x: 10,
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y: 9,
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z: 0,
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visibility: VisibilitySector::Forward,
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},
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],
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};
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write_fixture(
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"snapshot_v2_full",
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&rmp_serde::to_vec_named(&snapshot_v2_full).unwrap(),
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);
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// Batch input: Vec<PlayerInput> with two actions (D-030 Layer 1 bidirectional symmetry)
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let input_batch = vec![
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PlayerInput {
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tick: 0,
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action: PlayerAction::MoveNorth,
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},
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PlayerInput {
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tick: 0,
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action: PlayerAction::Interact,
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},
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];
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write_fixture(
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"input_batch_two",
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&rmp_serde::to_vec_named(&input_batch).unwrap(),
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);
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// Diagonal movement fixtures (clockwise: NE, SE, SW, NW)
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for (name, action) in [
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("input_move_northeast", PlayerAction::MoveNortheast),
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("input_move_southeast", PlayerAction::MoveSoutheast),
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("input_move_southwest", PlayerAction::MoveSouthwest),
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("input_move_northwest", PlayerAction::MoveNorthwest),
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] {
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let input = PlayerInput { tick: 100, action };
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write_fixture(name, &rmp_serde::to_vec_named(&input).unwrap());
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}
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}
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