feat: give the player a real carried inventory and deposit transactions
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@@ -0,0 +1,188 @@
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extends SceneTree
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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 manager := _create_manager()
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var actor: SimNPC = manager.npcs[0]
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var interested: SimNPC = manager.npcs[2]
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var berry := _register_resource(
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manager,
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&"carry_berry_bush",
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SimulationIds.ACTION_GATHER_FOOD,
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SimulationIds.RESOURCE_FOOD,
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3.0
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)
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var pantry: StorageStateRecord = manager.get_pantry()
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_set_pantry_amount(manager, 1.0)
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for npc in manager.npcs:
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npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
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actor.position = Vector3.ZERO
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interested.position = Vector3(4.0, 0.0, 0.0)
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actor.hunger = 60.0
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interested.hunger = 90.0
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manager.economy.withdraw_to_inventory(actor, SimulationIds.RESOURCE_FOOD, 1.0)
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var quest: PlayerQuestRecord = manager.get_active_player_quest()
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_check(quest != null, "The carry loop needs an open player quest")
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if quest == null:
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berry.free()
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manager.free()
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_finish()
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return
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var state: PlayerStateRecord = manager.get_player_state()
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var carried: float = manager.player_gather(berry)
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_check(
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(
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is_equal_approx(carried, 2.0)
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and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 2.0)
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and is_equal_approx(manager.get_pantry().get_amount(SimulationIds.RESOURCE_FOOD), 0.0)
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),
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"Gathering should fill the player's hands instead of the pantry directly",
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)
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var capacity_limited: float = manager.player_gather(berry)
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_check(
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(
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is_equal_approx(capacity_limited, 1.0)
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and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 3.0)
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),
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"Remaining resource amount should cap the second gather",
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)
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var hands_full: float = manager.player_gather(berry)
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_check(
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(
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is_equal_approx(hands_full, 0.0)
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and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 3.0)
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),
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"An empty resource should refuse further gathering",
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)
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var pantry_before: float = manager.get_pantry().get_amount(SimulationIds.RESOURCE_FOOD)
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var deposited: float = manager.player_deposit(SimulationIds.RESOURCE_FOOD)
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_check(
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(
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is_equal_approx(deposited, 3.0)
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and is_equal_approx(
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manager.get_pantry().get_amount(SimulationIds.RESOURCE_FOOD), pantry_before + 3.0
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)
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and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 0.0)
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and manager.get_active_player_quest() == null
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and (
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manager.get_latest_player_quest_for_requester(interested.id).get_status()
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== PlayerQuestRecord.STATUS_COMPLETED
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)
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),
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"Depositing carried food should resolve the quest through the real pantry transaction",
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)
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var saved_json: String = manager.serialize_state()
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var restored := _create_manager(902)
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_check(
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restored.restore_state_from_json(saved_json),
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"The emptied carry state should restore through the current schema"
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)
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_check(
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(
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restored.get_state_checksum() == manager.get_state_checksum()
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and is_equal_approx(
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restored.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD), 0.0
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)
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),
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"Restore should preserve the player's empty carried inventory and checksum",
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)
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var carry_state_saved: String = manager.serialize_state()
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manager.player_gather(berry)
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var mid_carry: String = manager.serialize_state()
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var mid_restored := _create_manager(903)
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_check(
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mid_restored.restore_state_from_json(mid_carry),
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"A partially carried inventory should restore through the current schema"
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)
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_check(
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(
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mid_restored.get_state_checksum() == manager.get_state_checksum()
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and is_equal_approx(
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mid_restored.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD),
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manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD)
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)
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),
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"Restore should preserve the player's carried inventory mid-transport",
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)
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berry.free()
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manager.free()
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restored.free()
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mid_restored.free()
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_finish()
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func _register_resource(
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manager: Node,
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node_id: StringName,
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action_id: StringName,
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resource_id: StringName,
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amount: float
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) -> ResourceNode:
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var node := ResourceNode.new()
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node.name = "CarryResource"
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node.node_id = node_id
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node.action_id = action_id
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node.resource_id = resource_id
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node.initial_amount = amount
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node.yield_per_action = 2.0
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node.debug_label_enabled = false
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var interaction_point := Marker3D.new()
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interaction_point.name = "InteractionPoint"
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node.add_child(interaction_point)
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root.add_child(node)
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_check(
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manager.register_resource_node(node),
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"The carry loop should bind a real finite ResourceNode"
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)
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return node
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func _create_manager(seed_value: int = 901) -> 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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manager.debug_logs = false
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var home_positions: Array[Vector3] = [
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Vector3(0.0, 0.0, 0.0),
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Vector3(2.0, 0.0, 0.0),
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Vector3(10.0, 0.0, 0.0),
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Vector3(12.0, 0.0, 0.0),
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Vector3(30.0, 0.0, 30.0),
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Vector3(40.0, 0.0, 40.0),
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]
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manager.home_positions = home_positions
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root.add_child(manager)
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manager.set_process(false)
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return manager
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func _set_pantry_amount(manager: Node, amount: float) -> void:
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var pantry: StorageStateRecord = manager.get_pantry()
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pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
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pantry.deposit(SimulationIds.RESOURCE_FOOD, amount)
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manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
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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] Player carry and deposit loop passed")
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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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