refactor: move resource authority into simulation
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@@ -87,11 +87,26 @@ func _run() -> void:
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"Jajce navigation path should exist from %s to %s" % [origin, destination]
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)
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var selected := ResourceNode.find_available(&"gather_food", 777, Vector3.ZERO)
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var manager: Node = load("res://simulation/SimulationManager.gd").new()
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manager.debug_logs = false
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root.add_child(manager)
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manager.set_process(false)
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await process_frame
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var selected: ResourceNode = manager.acquire_resource_target(
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&"gather_food",
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777,
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Vector3.ZERO
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)
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_check(selected != null, "Target discovery should find Jajce resources without a parent path")
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if selected != null:
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_check(selected.reserve(777), "Selected Jajce resource should be reservable")
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selected.release(777)
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var selected_state: ResourceStateRecord = manager.get_resource_state(
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selected.node_id
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)
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_check(
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selected_state.get_reserved_by() == 777,
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"Selected Jajce resource should be authoritatively reserved"
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)
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manager.release_resource(selected.node_id, 777)
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if failures.is_empty():
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print("[TEST] Jajce scaffold passed: Terrain3D, stable IDs, 24 navigation routes")
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@@ -18,22 +18,43 @@ func _run() -> void:
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var tree := main_scene.get_node("ResourceNodes/Tree_01") as ResourceNode
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simulation_manager.set_process(false)
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bush.amount_remaining = 1.0
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_check(bush.reserve(999), "Player contention setup should reserve the bush")
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var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(
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bush.node_id
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)
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var tree_state: ResourceStateRecord = simulation_manager.get_resource_state(
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tree.node_id
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)
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bush_state.set_amount_remaining(1.0)
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_check(
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simulation_manager.reserve_resource(bush.node_id, 999),
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"Player contention setup should reserve the bush"
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)
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player.global_position = bush.interaction_point.global_position
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var food_before: float = simulation_manager.village.food
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player.try_interact()
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_check(is_equal_approx(bush.amount_remaining, 0.0), "Player should deplete the nearby bush")
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_check(
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is_equal_approx(bush_state.get_amount_remaining(), 0.0),
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"Player should deplete the nearby bush"
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)
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_check(is_equal_approx(simulation_manager.village.food, food_before + 1.0), "Village should receive exactly the bush's remaining food")
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_check(bush.reserved_by == -1, "Depletion should release the NPC reservation")
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_check(
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bush_state.get_reserved_by() == -1,
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"Depletion should release the NPC reservation"
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)
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player.global_position = tree.interaction_point.global_position
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var wood_before: float = simulation_manager.village.wood
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var tree_before := tree.amount_remaining
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var tree_before := tree_state.get_amount_remaining()
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player.try_interact()
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_check(is_equal_approx(tree.amount_remaining, tree_before - tree.yield_per_action), "Player should extract the tree's configured yield")
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_check(
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is_equal_approx(
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tree_state.get_amount_remaining(),
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tree_before - tree.yield_per_action
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),
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"Player should extract the tree's configured yield"
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)
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_check(is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action), "Village should receive exactly the extracted wood")
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if failures.is_empty():
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@@ -8,6 +8,7 @@ func _initialize() -> void:
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func _run() -> void:
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await _test_deterministic_continuation()
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await _test_resource_state_round_trip()
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_test_legacy_resource_migration()
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_test_schema_rejection()
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if failures.is_empty():
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@@ -64,33 +65,65 @@ func _test_resource_state_round_trip() -> void:
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"res://world/resource_nodes/ResourceNode.tscn"
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).instantiate()
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resource.node_id = &"SerializationTestBerry"
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resource.amount_remaining = 9.0
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resource.initial_amount = 9.0
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resource.yield_per_action = 2.0
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root.add_child(resource)
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await process_frame
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_check(resource.reserve(42), "Resource should accept the test reservation")
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resource.extract()
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var manager := _create_manager(77)
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_check(
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manager.register_resource_node(resource),
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"Resource presentation should bind to simulation authority"
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)
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var resource_state: ResourceStateRecord = manager.get_resource_state(
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resource.node_id
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)
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_check(resource_state.reserve(42), "Resource should accept the test reservation")
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resource_state.extract()
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var saved_json: String = manager.serialize_state()
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resource.extract(5.0)
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resource.release(42)
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resource.enabled = false
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resource.free()
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_check(
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is_equal_approx(resource_state.get_amount_remaining(), 7.0),
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"Resource state should survive without its presentation node"
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)
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resource_state.extract(5.0)
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resource_state.release(42)
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resource_state.set_enabled(false)
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_check(
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manager.restore_state_from_json(saved_json),
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"Resource state should restore with the simulation record"
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"Unloaded resource state should restore with the simulation record"
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)
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resource_state = manager.get_resource_state(&"SerializationTestBerry")
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_check(
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is_equal_approx(resource.amount_remaining, 7.0),
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is_equal_approx(resource_state.get_amount_remaining(), 7.0),
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"Resource amount should round-trip"
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)
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_check(resource.reserved_by == 42, "Resource reservation should round-trip")
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_check(resource.enabled, "Resource enabled state should round-trip")
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_check(
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resource_state.get_reserved_by() == 42,
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"Resource reservation should round-trip"
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)
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_check(resource_state.is_enabled(), "Resource enabled state should round-trip")
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var rebound: ResourceNode = load(
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"res://world/resource_nodes/ResourceNode.tscn"
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).instantiate()
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rebound.node_id = &"SerializationTestBerry"
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rebound.initial_amount = 999.0
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root.add_child(rebound)
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await process_frame
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_check(
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rebound.state == resource_state,
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"Reloaded presentation should bind to the existing authoritative record"
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)
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_check(
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is_equal_approx(rebound.get_amount_remaining(), 7.0),
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"Reloaded presentation must not overwrite authoritative amount"
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)
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manager.free()
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resource.free()
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rebound.free()
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func _test_schema_rejection() -> void:
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var unsupported := JSON.stringify({
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@@ -106,6 +139,27 @@ func _test_schema_rejection() -> void:
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"Non-record JSON should be rejected"
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)
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func _test_legacy_resource_migration() -> void:
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var migrated := ResourceStateRecord.from_dictionary({
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"schema_version": 1,
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"node_id": "legacy_tree",
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"amount_remaining": 6.0,
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"reserved_by": 12,
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"enabled": true
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})
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_check(migrated != null, "ResourceStateRecord v1 should migrate explicitly")
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if migrated == null:
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return
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_check(
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migrated.data["schema_version"] == ResourceStateRecord.SCHEMA_VERSION,
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"Migrated resource state should use the current nested schema"
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)
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_check(
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is_equal_approx(migrated.get_amount_remaining(), 6.0)
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and migrated.get_reserved_by() == 12,
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"Resource migration should preserve mutable authority"
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)
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func _create_manager(seed_value: int) -> Node:
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var manager: Node = load("res://simulation/SimulationManager.gd").new()
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manager.simulation_seed = seed_value
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