Implement deterministic simulation spine
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46
tests/SideScrollerGame.Sim.Tests/SimulationStateTests.cs
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46
tests/SideScrollerGame.Sim.Tests/SimulationStateTests.cs
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using System.Collections.Immutable;
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using SideScrollerGame.Sim.Input;
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using SideScrollerGame.Sim.Runtime;
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namespace SideScrollerGame.Sim.Tests;
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public sealed class SimulationStateTests
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{
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[Fact]
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public void PlayerState_CloneAndButtonReleasePreserveIndependentState()
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{
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PlayerState player = new(new(1), new(3, 4), 1, 2, 5, 6, 7, 0);
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player.SetButton(InputButton.Dash, true);
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var clone = player.Clone();
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player.SetButton(InputButton.Dash, false);
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Assert.NotEqual(player.ButtonMask, clone.ButtonMask);
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Assert.Equal(7, clone.SelectedWeaponSlot);
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Assert.Equal(3, clone.Position.m_X.ToIntRound());
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Assert.Equal(4, clone.Position.m_Y.ToIntRound());
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}
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[Fact]
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public void SimulationState_CloneCreatesDeepCopy()
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{
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SimulationState original = new(4, 9, 123UL, 456UL, ImmutableArray.Create(new PlayerState(new(1), new(1, 2), 3, 4, 5, 6, 7, 8)));
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var clone = original.Clone();
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original.GetRequiredPlayer(new(1)).SetMoveAxis(9, 9);
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Assert.Equal(4, clone.Tick);
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Assert.Equal(9, clone.Seed);
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Assert.Equal((ulong)123, clone.RandomState);
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Assert.Equal((ulong)456, clone.LastRandomValue);
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Assert.Equal(3, clone.GetRequiredPlayer(new(1)).MoveAxisX);
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}
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[Fact]
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public void SimulationState_AcceptsDefaultPlayerArray()
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{
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SimulationState state = new(0, 1, 1UL, 0UL, default);
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Assert.Empty(state.Players);
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}
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}
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