feat: surface player standing and quest journal in the village HUD

This commit is contained in:
2026-08-08 17:48:13 +02:00
parent 9e6a6afcf5
commit 089fef9968
6 changed files with 419 additions and 1 deletions
+173
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extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var main_scene: Node = load("res://main.tscn").instantiate()
root.add_child(main_scene)
await process_frame
for _frame in 10:
await physics_frame
var manager: Node = main_scene.get_node("SimulationManager")
var view: Node = main_scene.get_node("WorldViewManager")
var player: CharacterBody3D = main_scene.get_node("Player")
var journal := main_scene.get_node("QuestJournalLayer/QuestJournal")
manager.set_process(false)
player.set_physics_process(false)
_freeze_visuals(view)
var actor: SimNPC = manager.npcs[0]
var interested: SimNPC = manager.npcs[2]
_set_pantry_amount(manager, 1.0)
for npc in manager.npcs:
_set_loaded_position(manager, view, npc, Vector3(40.0 + npc.id * 10.0, 0.0, 30.0))
actor.position = Vector3.ZERO
interested.position = Vector3(4.0, 0.0, 0.0)
actor.hunger = 60.0
interested.hunger = 90.0
manager.economy.withdraw_to_inventory(actor, SimulationIds.RESOURCE_FOOD, 1.0)
var quest: PlayerQuestRecord = manager.get_active_player_quest()
_check(quest != null, "An unassisted known need should generate a player quest")
if quest == null:
manager.set_process(true)
_finish()
return
_check(
(
quest.get_requester_npc_id() == interested.id
and journal.visible
and "Standing" in (journal.get_node("Copy/Standing") as Label).text
and "Stranger" in (journal.get_node("Copy/Standing") as Label).text
and interested.npc_name in (journal.get_node("Copy/Quest") as Label).text
),
"The quest journal should surface the standing tier and the named need",
)
var food_node: ResourceNode = _find_food_node(manager)
_check(food_node != null, "The runtime proof needs a stocked player-usable food source")
if food_node == null:
_finish()
return
var checksum_before: String = manager.get_state_checksum()
_check(
manager.harvest_resource_node(food_node) > 0.0,
"The player should resolve the quest through the ordinary finite harvest"
)
_check(
(
manager.get_active_player_quest() == null
and is_equal_approx(
manager.get_player_standing().get_standing(), quest.get_standing_reward()
)
and is_equal_approx(manager.get_player_standing().get_gratitude(interested.id), 0.1)
and manager.get_state_checksum() != checksum_before
),
"Resolving the need should complete the quest and grant standing + gratitude",
)
var saved_json: String = manager.serialize_state()
var restored := _create_restored_manager(saved_json)
_check(
(
restored != null
and restored.get_state_checksum() == manager.get_state_checksum()
and restored.get_player_standing().get_resolved_needs() == 1
and is_equal_approx(
restored.get_player_standing().get_standing(), quest.get_standing_reward()
)
),
"Completed quest standing should restore deterministically through the schema",
)
manager.set_process(true)
_finish()
func _create_restored_manager(saved_json: String) -> Node:
var restored: Node = load("res://simulation/SimulationManager.gd").new()
restored.simulation_seed = 909
restored.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
restored.home_positions = home_positions
root.add_child(restored)
restored.set_process(false)
if not restored.restore_state_from_json(saved_json):
return null
return restored
func _find_food_node(manager: Node) -> ResourceNode:
for node in ResourceNode.get_all():
var state: ResourceStateRecord = (
manager.get_resource_state(node.node_id) as ResourceStateRecord
)
if (
node.resource_id == SimulationIds.RESOURCE_FOOD
and state != null
and state.can_player_use_resource()
and state.can_extract()
and state.get_amount_remaining() >= 1.0
):
return node
return null
func _prepare_shared_patrol(first: SimNPC, second: SimNPC, position: Vector3) -> void:
for npc in [first, second]:
npc.set_task(SimulationIds.ACTION_PATROL)
npc.target_id = &"guard_post"
npc.start_working()
first.position = position
second.position = position + Vector3(1.0, 0.0, 0.0)
func _set_pantry_amount(manager: Node, amount: float) -> void:
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
pantry.deposit(SimulationIds.RESOURCE_FOOD, amount)
manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
func _set_loaded_position(manager: Node, view: Node, npc: SimNPC, position: Vector3) -> void:
manager.synchronize_npc_position(npc.id, position)
var visual := view.active_npc_visuals.get(npc.id) as Node3D
if visual != null:
visual.set_physics_process(false)
if visual.has_method("stop_travel"):
visual.stop_travel()
visual.global_position = position
func _freeze_visuals(view: Node) -> void:
for visual in view.active_npc_visuals.values():
visual.set_physics_process(false)
if visual.has_method("stop_travel"):
visual.stop_travel()
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Quest journal runtime surfacing passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
+1
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uid://bl3m6a3k78cxe