Implement short-term roadmap goals - #5
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…k, integration tests Co-authored-by: MnemOnicE <170563909+MnemOnicE@users.noreply.github.com>
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Caution Review failedPull request was closed or merged during review 📝 WalkthroughOverviewThis PR completes the short-term roadmap for the grid crawler project by introducing a feedback system for player actions, finalizing mock hardware fallback behavior, and establishing integration testing infrastructure. Project Architecture RefactoringThe project structure was refactored from a single-binary layout to a lib+bin architecture. This separation enables code reuse and makes integration testing possible:
This allows the game logic in HUD Feedback SystemThe game now displays action feedback to players through a new "SYSTEM LOG" widget:
Mock Hardware Fallback Enhancement
Integration Tests
These tests verify that the public API of the game logic works correctly by constructing Documentation
WalkthroughAdds a ChangesFeedback System and HUD
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~20 minutes Possibly related PRs
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🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
✏️ Tip: You can configure your own custom pre-merge checks in the settings. ✨ Finishing Touches📝 Generate docstrings
🧪 Generate unit tests (beta)
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Code Review
This pull request restructures the project into a library and binary, introduces integration tests, and adds a 'SYSTEM LOG' UI widget to display real-time game feedback. Feedback messages are now tracked in the game state and updated during movement, combat, and item pickups. The review feedback highlights three key issues: the mock serial daemon constantly overwrites the system log even when AP is already at maximum, fire_at_direction can enter an infinite loop if both direction deltas are zero, and move_player allows zero-delta moves that waste action points. Corrective code suggestions are provided for all three issues.
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| lock.stats.ap = (lock.stats.ap + 1).min(12); | ||
| lock.feedback = "Hardware mock: Regenerated 1 AP".to_string(); |
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The mock serial daemon background thread runs every second and sets lock.feedback = "Hardware mock: Regenerated 1 AP". This happens even if the player's AP is already at the maximum of 12 (so no AP is actually regenerated). This constantly overwrites any other active feedback in the system log (like "Moved successfully", "Target destroyed!", etc.) with a misleading message, making the system log feature almost useless when using the mock fallback.
if lock.stats.ap < 12 {
lock.stats.ap += 1;
lock.feedback = "Hardware mock: Regenerated 1 AP".to_string();
}| let idx = state.player_idx; | ||
| if state.stats.ap < 2 { |
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If dx and dy are both 0, fire_at_direction will enter an infinite loop because cx and cy will never change, causing the application to hang. Adding a guard to prevent zero-delta firing avoids this critical failure.
if dx == 0 && dy == 0 {
return false;
}
let idx = state.player_idx;
if state.stats.ap < 2 {| let nx = x as isize + dx; | ||
| let ny = y as isize + dy; |
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If dx and dy are both 0, move_player will still execute, decrementing the player's AP by 1 and performing a redundant self-assignment of the player tile without actually moving. Adding a guard to prevent zero-delta moves avoids wasting AP.
if dx == 0 && dy == 0 {
return false;
}
let nx = x as isize + dx;
let ny = y as isize + dy;
Implemented the remaining tasks on the short-term roadmap:
feedback: Stringfield toGameStateand a "SYSTEM LOG" widget tomain.rsto display action feedback.serial_daemon.rsby adding mock AP regeneration feedback.tests/integration_tests.rsto test player movement, action points, and pickups logic.ROADMAP.mdcheckboxes.PR created automatically by Jules for task 14281858340561211043 started by @MnemOnicE