feat: scale village queries and enrich Jajce center
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@@ -0,0 +1,77 @@
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extends SceneTree
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const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd")
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var failures: Array[String] = []
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var first := _create_npc(0, "First")
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var second := _create_npc(1, "Second")
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var observer := _create_npc(2, "Observer")
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first.is_starving = true
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var npcs: Array[SimNPC] = [first, second, observer]
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var view := SimulationPopulationView.new(npcs)
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_check(view.living_count() == 3, "The initial view should index every living NPC")
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_check(view.starving_count() == 1, "The initial view should index the starving NPC once")
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_check(view.get_starving(first.id) == first, "The starving lookup should preserve identity")
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second.is_starving = true
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view.refresh_npc(second)
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_check(view.starving_count() == 2, "Refreshing should add a newly starving NPC")
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first.die_from_starvation()
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view.refresh_npc(first)
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_check(
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view.get_living(first.id) == null and view.get_starving(first.id) == null,
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"Refreshing should remove a dead NPC from both indexes"
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)
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_check(view.get_any(first.id) == first, "The identity index should retain a dead NPC record")
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var relationships := RelationshipSystemScript.new()
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var records: Array[RelationshipStateRecord] = [
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RelationshipStateRecord.create(observer.id, first.id, 0.8, 0.9),
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RelationshipStateRecord.create(observer.id, second.id, 0.7, 0.7),
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]
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relationships.restore(records)
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_check(
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relationships.get_trusted_starving_subject(observer.id, npcs, view) == second,
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"The relationship query should ignore the stronger dead subject through the shared view"
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)
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_check(
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relationships.get_most_familiar_living(observer.id, npcs, view) == second,
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"The living-subject query should use the same refreshed view"
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)
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first.is_dead = false
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first.is_starving = true
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view.refresh_npc(first)
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_check(
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relationships.get_trusted_starving_subject(observer.id, npcs, view) == first,
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"A refreshed living subject should regain eligibility without rebuilding the view"
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)
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_finish()
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func _create_npc(npc_id: int, npc_name: String) -> SimNPC:
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var random_source := RandomNumberGenerator.new()
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random_source.seed = 7000 + npc_id
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return SimNPC.new(npc_id, npc_name, SimulationIds.PROFESSION_FARMER, 5.0, 5.0, random_source)
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func _check(condition: bool, message: String) -> void:
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if not condition:
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failures.append(message)
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func _finish() -> void:
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if failures.is_empty():
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print("[TEST] Simulation population view passed: refresh -> shared stable-ID queries")
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quit(0)
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return
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for failure in failures:
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push_error("[TEST] " + failure)
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quit(1)
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