Доказать прохождение поздних уровней ботами
This commit is contained in:
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package com.projectsacrifice.game;
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import static org.junit.Assert.assertEquals;
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import static org.junit.Assert.assertTrue;
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import android.app.Instrumentation;
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import androidx.test.core.app.ActivityScenario;
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import androidx.test.ext.junit.runners.AndroidJUnit4;
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import androidx.test.platform.app.InstrumentationRegistry;
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import org.junit.Test;
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import org.junit.runner.RunWith;
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/** Production-input acceptance coverage for levels 6, 7, 9 and 10. */
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@RunWith(AndroidJUnit4.class)
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public final class LateLevelPlaythroughTest {
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private static final int CONSECUTIVE_RUNS = 3;
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@Test
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public void frozenVolunteerIsUsedToCompleteLevelSixThreeTimes() {
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try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
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GameDriver driver = GameDriver.from(activity);
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for (int run = 1; run <= CONSECUTIVE_RUNS; run++) {
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LevelPlaytestBot.Result result = new LevelPlaytestBot().run(
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driver,
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LateLevelScenarios.levelSix(),
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30_000L
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);
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assertTrue("run=" + run + "; " + result.diagnostic(), result.completed());
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assertEquals("run=" + run + "; intended route uses one frozen volunteer",
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1, result.deaths());
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assertEquals("run=" + run + "; frozen block must remain in the puzzle",
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1, result.corpseCount());
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}
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}
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}
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@Test
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public void conductiveVolunteerKeepsLevelSevenDoorOpenThreeTimes() {
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try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
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GameDriver driver = GameDriver.from(activity);
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for (int run = 1; run <= CONSECUTIVE_RUNS; run++) {
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LevelPlaytestBot.Result result = new LevelPlaytestBot().run(
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driver,
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LateLevelScenarios.levelSeven(),
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25_000L
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);
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assertTrue("run=" + run + "; " + result.diagnostic(), result.completed());
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assertEquals("run=" + run + "; intended route uses one conductive volunteer",
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1, result.deaths());
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assertEquals("run=" + run + "; conductive body must remain in the relay",
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1, result.corpseCount());
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assertTrue("run=" + run + "; conductive relay must open the door",
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result.doorOpened());
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}
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}
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}
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@Test
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public void weightAndPowerOpenLevelNineDoorThreeTimes() {
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try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
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GameDriver driver = GameDriver.from(activity);
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for (int run = 1; run <= CONSECUTIVE_RUNS; run++) {
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LevelPlaytestBot.Result result = new LevelPlaytestBot().run(
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driver,
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LateLevelScenarios.levelNine(),
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35_000L
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);
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assertTrue("run=" + run + "; " + result.diagnostic(), result.completed());
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assertEquals("run=" + run + "; weight and power require two volunteers",
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2, result.deaths());
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assertEquals("run=" + run + "; both signal bodies must remain",
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2, result.corpseCount());
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assertTrue("run=" + run + "; both signals must open the AND door",
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result.doorOpened());
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}
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}
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}
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@Test
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public void masteryProcessionCompletesLevelTenThreeTimes() {
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try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
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GameDriver driver = GameDriver.from(activity);
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for (int run = 1; run <= CONSECUTIVE_RUNS; run++) {
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LevelPlaytestBot.Result result = new LevelPlaytestBot().run(
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driver,
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LateLevelScenarios.levelTen(),
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55_000L
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);
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assertTrue("run=" + run + "; " + result.diagnostic(), result.completed());
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assertEquals("run=" + run + "; mastery route uses three volunteers",
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3, result.deaths());
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assertEquals("run=" + run + "; launch, freeze and relay bodies must remain",
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3, result.corpseCount());
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assertTrue("run=" + run + "; conductive relay must open the final door",
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result.doorOpened());
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}
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}
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}
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private static final class GameDriver implements LevelPlaytestBot.Driver {
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private final Instrumentation instrumentation;
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private final GameView gameView;
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private GameDriver(Instrumentation instrumentation, GameView gameView) {
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this.instrumentation = instrumentation;
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this.gameView = gameView;
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}
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static GameDriver from(ActivityScenario<MainActivity> activity) {
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GameView[] view = new GameView[1];
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activity.onActivity(current -> view[0] = current.gameViewForAutomation());
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return new GameDriver(InstrumentationRegistry.getInstrumentation(), view[0]);
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}
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@Override
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public void startLevel(int oneBasedLevelNumber) {
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instrumentation.runOnMainSync(
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() -> gameView.startLevelForAutomation(oneBasedLevelNumber));
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}
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@Override
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public void setInput(boolean moveLeft, boolean moveRight, boolean jump) {
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instrumentation.runOnMainSync(
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() -> gameView.setAutomationInput(moveLeft, moveRight, jump));
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}
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@Override
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public GameView.AutomationSnapshot snapshot() {
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GameView.AutomationSnapshot[] value = new GameView.AutomationSnapshot[1];
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instrumentation.runOnMainSync(() -> value[0] = gameView.automationSnapshot());
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return value[0];
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}
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@Override
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public void waitForNextDecision(long millis) {
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try {
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Thread.sleep(millis);
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} catch (InterruptedException interrupted) {
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Thread.currentThread().interrupt();
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throw new AssertionError("Late-level bot interrupted", interrupted);
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}
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}
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}
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}
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@@ -0,0 +1,222 @@
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package com.projectsacrifice.game;
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/** Declarative intended-route scenarios for the late vertical-slice levels. */
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final class LateLevelScenarios {
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private LateLevelScenarios() {}
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static LevelPlaytestBot.Scenario levelSix() {
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return LevelPlaytestBot.Scenario.builder(6, "Level 6 - frozen corpse step")
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.step("Freeze one volunteer", 4_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.deaths() == 1
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&& snapshot.corpseCount() == 1)
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.step("Wait for respawn", 3_000L, LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() < 250f)
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.step("Approach the frozen block", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 390f)
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.step("Jump toward the frozen block", 1_500L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerX() >= 640f)
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.step("Stand on the frozen block", 2_500L, LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerX() >= 626f
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&& snapshot.playerY() >= 668f
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&& snapshot.playerY() <= 690f)
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.step("Jump from the block to the first ledge", 2_500L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerX() >= 750f
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&& snapshot.playerY() <= 505f)
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.step("Cross the first ledge", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 1_230f)
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.step("Jump the gap to the second ledge", 2_500L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerX() >= 1_400f
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&& snapshot.playerY() <= 520f)
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.step("Reach the relic", 5_000L, LevelPlaytestBot.Input.right(),
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GameView.AutomationSnapshot::completed)
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.build();
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}
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static LevelPlaytestBot.Scenario levelSeven() {
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return LevelPlaytestBot.Scenario.builder(7, "Level 7 - conductive relay")
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.step("Power the relay with one volunteer", 4_000L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.deaths() == 1
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&& snapshot.corpseCount() == 1)
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.step("Observe the powered door", 1_500L, LevelPlaytestBot.Input.none(),
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GameView.AutomationSnapshot::allDoorsOpen)
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.step("Wait for respawn", 3_000L, LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() < 250f)
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.step("Approach the live relay", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 460f)
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.step("Take off before the conductive relay", 1_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerY() <= 700f)
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.step("Clear the conductive relay", 2_000L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 780f)
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.step("Pass the powered door", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 1_230f)
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.step("Reach the relic", 4_000L, LevelPlaytestBot.Input.right(),
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GameView.AutomationSnapshot::completed)
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.build();
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}
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static LevelPlaytestBot.Scenario levelNine() {
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return LevelPlaytestBot.Scenario.builder(9, "Level 9 - weight AND power")
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.step("Leave one volunteer on the weight plate", 4_000L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.deaths() == 1
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&& snapshot.corpseCount() == 1
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&& !snapshot.allDoorsOpen())
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.step("Wait for the second volunteer", 3_000L,
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LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() < 250f)
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.step("Approach the weighted spikes", 2_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 390f)
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.step("Jump over the weighted spikes", 2_500L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 680f)
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.step("Approach the unpowered relay", 2_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 820f)
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.step("Power the relay with the second volunteer", 2_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.deaths() == 2
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&& snapshot.corpseCount() == 2)
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.step("Observe weight AND power opening the door", 1_500L,
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LevelPlaytestBot.Input.none(),
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GameView.AutomationSnapshot::allDoorsOpen)
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.step("Wait for the final volunteer", 3_000L,
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LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() < 250f)
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.step("Return to the weighted spikes", 2_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 390f)
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.step("Clear the weighted spikes", 2_500L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 680f)
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.step("Approach the powered relay", 2_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 720f)
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.step("Take off before the powered relay", 1_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerY() <= 700f)
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.step("Clear the powered relay", 2_000L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 1_040f)
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.step("Pass the AND door", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 1_610f)
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.step("Reach the relic", 4_000L, LevelPlaytestBot.Input.right(),
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GameView.AutomationSnapshot::completed)
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.build();
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}
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static LevelPlaytestBot.Scenario levelTen() {
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return LevelPlaytestBot.Scenario.builder(10, "Level 10 - mastery procession")
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.step("Launch one volunteer toward the lift plate", 4_000L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.deaths() == 1
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&& snapshot.corpseCount() == 1)
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.step("Wait for the freezer volunteer", 3_000L,
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LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() < 250f)
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.step("Approach the launch saw", 2_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 350f)
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.step("Take off before the launch saw", 1_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerY() <= 680f)
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.step("Clear the launch saw", 2_000L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 680f)
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.step("Approach the delivered lift body", 1_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 730f)
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.step("Jump over the delivered lift body", 2_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 950f)
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.step("Enter the freezer", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.deaths() == 2
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&& snapshot.corpseCount() == 2)
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.step("Wait for the relay volunteer", 3_000L,
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LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() < 250f)
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.step("Return to the launch saw", 2_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 350f)
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.step("Take off before the saw again", 1_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerY() <= 680f)
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.step("Clear the saw again", 2_000L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 680f)
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.step("Approach the lift body again", 1_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 730f)
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.step("Clear the lift body again", 2_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 900f)
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.step("Prepare the frozen-block jump", 2_000L,
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LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerAlive() && snapshot.playerY() >= 740f)
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.step("Jump over the frozen block", 2_500L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 1_240f)
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.step("Power the final relay", 3_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.deaths() == 3
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&& snapshot.corpseCount() == 3)
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.step("Observe the final door open", 1_500L,
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LevelPlaytestBot.Input.none(),
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GameView.AutomationSnapshot::allDoorsOpen)
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.step("Wait for the final volunteer", 3_000L,
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LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() < 250f)
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.step("Approach the saw for the final crossing", 2_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 350f)
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.step("Take off for the final saw crossing", 1_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerY() <= 680f)
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.step("Clear the saw for the final crossing", 2_000L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 680f)
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.step("Approach the retained lift body", 1_500L,
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LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 730f)
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.step("Clear the retained lift body", 2_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 900f)
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.step("Prepare the final frozen-block jump", 2_000L,
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LevelPlaytestBot.Input.none(),
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snapshot -> snapshot.playerAlive() && snapshot.playerY() >= 740f)
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.step("Clear the frozen block", 2_500L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 1_240f)
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.step("Approach the powered relay", 2_500L,
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LevelPlaytestBot.Input.right(),
|
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snapshot -> snapshot.playerX() >= 1_390f)
|
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.step("Clear the powered relay", 2_500L,
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LevelPlaytestBot.Input.rightJump(),
|
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snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 1_650f)
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.step("Approach the lift", 2_000L, LevelPlaytestBot.Input.right(),
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snapshot -> snapshot.playerX() >= 1_730f)
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.step("Board the moving lift", 3_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerX() >= 1_790f
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&& snapshot.playerY() <= 670f)
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.step("Ride the lift to the upper door", 5_000L,
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LevelPlaytestBot.Input.none(),
|
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snapshot -> snapshot.playerY() <= 310f)
|
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.step("Move to the raised lift edge", 2_000L,
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LevelPlaytestBot.Input.right(),
|
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snapshot -> snapshot.playerX() >= 2_000f
|
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&& snapshot.playerY() <= 340f)
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.step("Jump through the door to the upper gallery", 3_000L,
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LevelPlaytestBot.Input.rightJump(),
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snapshot -> snapshot.playerX() >= 2_400f
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&& snapshot.playerY() <= 360f)
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.step("Reach the final relic", 4_000L, LevelPlaytestBot.Input.right(),
|
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GameView.AutomationSnapshot::completed)
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.build();
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||||
}
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||||
}
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@@ -90,7 +90,7 @@ public final class LevelCatalog {
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6, "Cold Comfort", "The frost makes a solid block. Use the frozen volunteer as a step.",
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2150, 130, 760, goal(1880, 500), 1, 65,
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platforms(floor(0, 1120), ledge(810, 590, 520), ledge(1430, 610, 570)),
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hazards(hazard(FREEZER, 690, 750, 100, 130)), switches(), doors()
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hazards(hazard(FREEZER, 690, 776, 100, 104)), switches(), doors()
|
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);
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}
|
||||
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||||
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||||
@@ -82,6 +82,24 @@ public final class LevelCatalogTest {
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||||
assertFalse(finale.doors.isEmpty());
|
||||
}
|
||||
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||||
@Test
|
||||
public void levelSixFreezerKillsOnTheFloorButNotOnTopOfItsFrozenBlock() {
|
||||
LevelDefinition level = LevelCatalog.get(5);
|
||||
LevelDefinition.Hazard freezer = null;
|
||||
for (LevelDefinition.Hazard hazard : level.hazards) {
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||||
if (hazard.type == LevelDefinition.HazardType.FREEZER) freezer = hazard;
|
||||
}
|
||||
assertTrue("Level 6 must contain its freezer", freezer != null);
|
||||
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||||
float frozenBlockTop = 880f - 104f;
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assertTrue("A floor-running volunteer must still hit the freezer",
|
||||
GameMath.intersects(688f, 780f, 62f, 100f,
|
||||
freezer.box.x, freezer.box.y, freezer.box.width, freezer.box.height));
|
||||
assertFalse("A volunteer standing on the frozen block must clear the freezer",
|
||||
GameMath.intersects(688f, frozenBlockTop - 100f, 62f, 100f,
|
||||
freezer.box.x, freezer.box.y, freezer.box.width, freezer.box.height));
|
||||
}
|
||||
|
||||
@Test
|
||||
public void everyDoorAndControlledPlatformHasADeclaredSignalSource() {
|
||||
for (LevelDefinition level : LevelCatalog.all()) {
|
||||
|
||||
Reference in New Issue
Block a user