feat: give the player a real carried inventory and deposit transactions

This commit is contained in:
2026-08-08 23:59:19 +02:00
parent 9678526c5a
commit 5e6c963d23
12 changed files with 565 additions and 65 deletions
+188
View File
@@ -0,0 +1,188 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager := _create_manager()
var actor: SimNPC = manager.npcs[0]
var interested: SimNPC = manager.npcs[2]
var berry := _register_resource(
manager,
&"carry_berry_bush",
SimulationIds.ACTION_GATHER_FOOD,
SimulationIds.RESOURCE_FOOD,
3.0
)
var pantry: StorageStateRecord = manager.get_pantry()
_set_pantry_amount(manager, 1.0)
for npc in manager.npcs:
npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
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, "The carry loop needs an open player quest")
if quest == null:
berry.free()
manager.free()
_finish()
return
var state: PlayerStateRecord = manager.get_player_state()
var carried: float = manager.player_gather(berry)
_check(
(
is_equal_approx(carried, 2.0)
and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 2.0)
and is_equal_approx(manager.get_pantry().get_amount(SimulationIds.RESOURCE_FOOD), 0.0)
),
"Gathering should fill the player's hands instead of the pantry directly",
)
var capacity_limited: float = manager.player_gather(berry)
_check(
(
is_equal_approx(capacity_limited, 1.0)
and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 3.0)
),
"Remaining resource amount should cap the second gather",
)
var hands_full: float = manager.player_gather(berry)
_check(
(
is_equal_approx(hands_full, 0.0)
and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 3.0)
),
"An empty resource should refuse further gathering",
)
var pantry_before: float = manager.get_pantry().get_amount(SimulationIds.RESOURCE_FOOD)
var deposited: float = manager.player_deposit(SimulationIds.RESOURCE_FOOD)
_check(
(
is_equal_approx(deposited, 3.0)
and is_equal_approx(
manager.get_pantry().get_amount(SimulationIds.RESOURCE_FOOD), pantry_before + 3.0
)
and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 0.0)
and manager.get_active_player_quest() == null
and (
manager.get_latest_player_quest_for_requester(interested.id).get_status()
== PlayerQuestRecord.STATUS_COMPLETED
)
),
"Depositing carried food should resolve the quest through the real pantry transaction",
)
var saved_json: String = manager.serialize_state()
var restored := _create_manager(902)
_check(
restored.restore_state_from_json(saved_json),
"The emptied carry state should restore through the current schema"
)
_check(
(
restored.get_state_checksum() == manager.get_state_checksum()
and is_equal_approx(
restored.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD), 0.0
)
),
"Restore should preserve the player's empty carried inventory and checksum",
)
var carry_state_saved: String = manager.serialize_state()
manager.player_gather(berry)
var mid_carry: String = manager.serialize_state()
var mid_restored := _create_manager(903)
_check(
mid_restored.restore_state_from_json(mid_carry),
"A partially carried inventory should restore through the current schema"
)
_check(
(
mid_restored.get_state_checksum() == manager.get_state_checksum()
and is_equal_approx(
mid_restored.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD),
manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD)
)
),
"Restore should preserve the player's carried inventory mid-transport",
)
berry.free()
manager.free()
restored.free()
mid_restored.free()
_finish()
func _register_resource(
manager: Node,
node_id: StringName,
action_id: StringName,
resource_id: StringName,
amount: float
) -> ResourceNode:
var node := ResourceNode.new()
node.name = "CarryResource"
node.node_id = node_id
node.action_id = action_id
node.resource_id = resource_id
node.initial_amount = amount
node.yield_per_action = 2.0
node.debug_label_enabled = false
var interaction_point := Marker3D.new()
interaction_point.name = "InteractionPoint"
node.add_child(interaction_point)
root.add_child(node)
_check(
manager.register_resource_node(node),
"The carry loop should bind a real finite ResourceNode"
)
return node
func _create_manager(seed_value: int = 901) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.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),
]
manager.home_positions = home_positions
root.add_child(manager)
manager.set_process(false)
return manager
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 _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Player carry and deposit loop passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)