feat: give the player a real carried inventory and deposit transactions
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@@ -35,11 +35,17 @@ func _run() -> void:
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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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"Player should deplete the nearby bush into their hands"
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)
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var carried_after_gather: float = simulation_manager.get_player_state().get_inventory_amount(
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SimulationIds.RESOURCE_FOOD
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)
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_check(
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is_equal_approx(simulation_manager.village.food, food_before + 1.0),
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"Village should receive exactly the bush's remaining food"
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(
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is_equal_approx(carried_after_gather, 1.0)
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and is_equal_approx(simulation_manager.village.food, food_before)
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),
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"Gathering should fill the player's hands without bypassing the village store",
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)
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_check(bush_state.get_reserved_by() == -1, "Depletion should release the NPC reservation")
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var player_extraction: EconomicEventRecord
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@@ -65,24 +71,41 @@ func _run() -> void:
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"Player depletion should preserve the resource interaction position"
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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_state.get_amount_remaining()
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player.try_interact()
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_check(
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is_equal_approx(tree_state.get_amount_remaining(), tree_before - tree.yield_per_action),
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"Player should extract the tree's configured yield"
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)
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_check(
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is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action),
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"Village should receive exactly the extracted wood"
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)
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var pantry := (
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main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry") as StorageNode
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)
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var pantry_state: StorageStateRecord = simulation_manager.get_pantry()
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player.global_position = pantry.get_interaction_position()
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player.try_interact()
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var food_after_deposit: float = simulation_manager.village.food
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_check(
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(
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is_equal_approx(food_after_deposit, food_before + 1.0)
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and is_equal_approx(
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simulation_manager.get_player_state().get_inventory_amount(
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SimulationIds.RESOURCE_FOOD
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),
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0.0
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)
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),
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"Depositing at the typed pantry should deliver the carried food to the village",
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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_state.get_amount_remaining()
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player.try_interact()
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var carried_wood: float = simulation_manager.get_player_state().get_inventory_amount(
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SimulationIds.RESOURCE_WOOD
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)
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_check(
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(
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is_equal_approx(tree_state.get_amount_remaining(), tree_before - tree.yield_per_action)
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and is_equal_approx(carried_wood, tree.yield_per_action)
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),
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"Player should extract the tree's configured yield into their hands",
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)
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pantry_state.deposit(SimulationIds.RESOURCE_FOOD, pantry_state.get_available_capacity() - 0.5)
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simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
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bush_state.set_amount_remaining(1.0)
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@@ -90,20 +113,40 @@ func _run() -> void:
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player.try_interact()
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_check(
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(
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is_equal_approx(bush_state.get_amount_remaining(), 0.5)
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and is_equal_approx(pantry_state.get_available_capacity(), 0.0)
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is_equal_approx(bush_state.get_amount_remaining(), 0.0)
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and is_equal_approx(
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simulation_manager.get_player_state().get_inventory_amount(
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SimulationIds.RESOURCE_FOOD
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),
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1.0
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)
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),
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"Player harvesting should leave overflow at its source when storage fills"
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"Player gathering should still extract into their hands regardless of storage capacity",
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)
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pantry_state.deposit(SimulationIds.RESOURCE_FOOD, 3.0)
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pantry_state.withdraw(
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SimulationIds.RESOURCE_FOOD, pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
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)
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pantry_state.deposit(SimulationIds.RESOURCE_FOOD, 5.0)
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simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
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var pantry_food_before := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
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player.global_position = pantry.get_interaction_position()
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player.try_interact()
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var food_after_first_deposit := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
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var food_carried_after_first: float = (
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simulation_manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD)
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)
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_check(
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pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) < pantry_food_before,
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"Player should eat from the typed pantry StorageNode"
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(
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food_after_first_deposit > pantry_food_before
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and is_equal_approx(food_carried_after_first, 0.0)
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),
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"Player should deposit carried food at the typed pantry",
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)
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player.try_interact()
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_check(
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pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) < food_after_first_deposit,
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"Player should eat from the pantry once their hands are empty",
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)
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var guard_site := (
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main_scene.get_node("JajceWorld/WorldObjects/ActivitySites/GuardPost") as ActivitySite
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