feat: add location-based food storage loop
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@@ -0,0 +1,124 @@
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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: 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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var pantry: StorageStateRecord = manager.get_pantry()
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pantry.withdraw(SimulationIds.RESOURCE_FOOD, 1000.0)
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manager._sync_village_food()
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var resource := ResourceStateRecord.from_dictionary({
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"schema_version": ResourceStateRecord.SCHEMA_VERSION,
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"node_id": "food_loop_bush",
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"action_id": String(SimulationIds.ACTION_GATHER_FOOD),
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"resource_id": String(SimulationIds.RESOURCE_FOOD),
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"amount_remaining": 10.0,
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"yield_per_action": 2.0,
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"reserved_by": -1,
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"enabled": true,
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"can_npcs_use": true,
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"can_player_use": true
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})
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manager.resource_states[resource.get_node_id()] = resource
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var npc: SimNPC = manager.npcs[0]
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npc.hunger = 20.0
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npc.energy = 100.0
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npc.set_task(SimulationIds.ACTION_GATHER_FOOD, 1.0)
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npc.target_id = resource.get_node_id()
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resource.reserve(npc.id)
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npc.start_working()
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manager.simulate_tick()
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_check(
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is_equal_approx(resource.get_amount_remaining(), 8.0)
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and is_equal_approx(
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npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
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2.0
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),
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"Gathering should move food from the source into NPC inventory"
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)
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_check(
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is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 0.0),
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"Gathering should not teleport food into storage"
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)
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manager.simulate_tick()
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_check(
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npc.current_task == SimulationIds.ACTION_DEPOSIT_FOOD,
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"Carried food should select the deposit action"
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)
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manager.notify_npc_arrived(npc.id)
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manager.simulate_tick()
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_check(
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is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 2.0)
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and is_equal_approx(
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npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
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0.0
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),
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"Deposit should transfer carried food into the pantry"
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)
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npc.hunger = 80.0
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manager.simulate_tick()
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_check(
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npc.current_task == SimulationIds.ACTION_WITHDRAW_FOOD,
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"Hungry NPC should retrieve food from storage"
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)
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manager.notify_npc_arrived(npc.id)
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manager.simulate_tick()
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_check(
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is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 1.0)
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and is_equal_approx(
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npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
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1.0
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),
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"Withdraw should transfer pantry food into NPC inventory"
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)
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manager.simulate_tick()
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_check(
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npc.current_task == SimulationIds.ACTION_EAT,
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"NPC carrying food should select eat"
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)
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manager.notify_npc_arrived(npc.id)
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var hunger_before_eating := npc.hunger
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manager.simulate_tick()
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manager.simulate_tick()
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_check(
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npc.hunger < hunger_before_eating
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and is_equal_approx(
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npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
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0.0
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),
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"Eating should consume carried food and reduce hunger"
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)
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var conserved_food := (
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resource.get_amount_remaining()
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+ pantry.get_amount(SimulationIds.RESOURCE_FOOD)
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+ npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
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)
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_check(
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is_equal_approx(conserved_food, 9.0),
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"Exactly one food unit should leave the world when eaten"
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)
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if failures.is_empty():
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print("[TEST] Food storage 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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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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