refactor: move resource authority into simulation

This commit is contained in:
2026-07-05 13:26:19 +02:00
parent f83d2c7704
commit 363620b731
10 changed files with 480 additions and 174 deletions
+27 -6
View File
@@ -18,22 +18,43 @@ func _run() -> void:
var tree := main_scene.get_node("ResourceNodes/Tree_01") as ResourceNode
simulation_manager.set_process(false)
bush.amount_remaining = 1.0
_check(bush.reserve(999), "Player contention setup should reserve the bush")
var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(
bush.node_id
)
var tree_state: ResourceStateRecord = simulation_manager.get_resource_state(
tree.node_id
)
bush_state.set_amount_remaining(1.0)
_check(
simulation_manager.reserve_resource(bush.node_id, 999),
"Player contention setup should reserve the bush"
)
player.global_position = bush.interaction_point.global_position
var food_before: float = simulation_manager.village.food
player.try_interact()
_check(is_equal_approx(bush.amount_remaining, 0.0), "Player should deplete the nearby bush")
_check(
is_equal_approx(bush_state.get_amount_remaining(), 0.0),
"Player should deplete the nearby bush"
)
_check(is_equal_approx(simulation_manager.village.food, food_before + 1.0), "Village should receive exactly the bush's remaining food")
_check(bush.reserved_by == -1, "Depletion should release the NPC reservation")
_check(
bush_state.get_reserved_by() == -1,
"Depletion should release the NPC reservation"
)
player.global_position = tree.interaction_point.global_position
var wood_before: float = simulation_manager.village.wood
var tree_before := tree.amount_remaining
var tree_before := tree_state.get_amount_remaining()
player.try_interact()
_check(is_equal_approx(tree.amount_remaining, tree_before - tree.yield_per_action), "Player should extract the tree's configured yield")
_check(
is_equal_approx(
tree_state.get_amount_remaining(),
tree_before - tree.yield_per_action
),
"Player should extract the tree's configured yield"
)
_check(is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action), "Village should receive exactly the extracted wood")
if failures.is_empty():