feat: add deterministic goat routine
This commit is contained in:
@@ -0,0 +1,235 @@
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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 main_scene: Node = load("res://main.tscn").instantiate()
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root.add_child(main_scene)
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await process_frame
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var manager: Node = main_scene.get_node("SimulationManager")
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manager.set_process(false)
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for _frame in 3:
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await physics_frame
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var goat := main_scene.get_node("JajceWorld/WorldObjects/Animals/Dunja") as AnimalNode
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var state: AnimalStateRecord = manager.animal_care.get_state(SimulationIds.ANIMAL_DUNJA)
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var pasture := AnimalRoutineSite.get_by_id(SimulationIds.ANIMAL_SITE_DUNJA_PASTURE)
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var shelter := AnimalRoutineSite.get_by_id(SimulationIds.ANIMAL_SITE_DUNJA_SHELTER)
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_check(
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goat != null and state != null and pasture != null and shelter != null,
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"The routine proof needs Dunja and both loaded stable-ID habitat sites"
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)
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if goat == null or state == null or pasture == null or shelter == null:
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_finish()
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return
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_check(
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not state.begin_travel(shelter.site_id, shelter.get_routine_position()),
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"Animal state should reject travel back to its current stable site",
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)
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state.set_enabled(false)
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_check(
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not state.begin_travel(pasture.site_id, pasture.get_routine_position()),
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"Animal state should reject travel while the animal is disabled",
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)
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state.set_enabled(true)
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for npc in manager.npcs:
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npc.set_task(SimulationIds.ACTION_WANDER, 1000.0)
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npc.start_working()
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var navigation_map: RID = main_scene.get_world_3d().navigation_map
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await _wait_for_navigation_map(navigation_map)
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NavigationServer3D.map_force_update(navigation_map)
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var authored_path := NavigationServer3D.map_get_path(
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navigation_map, shelter.get_routine_position(), pasture.get_routine_position(), true
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)
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_check(
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not authored_path.is_empty(),
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"The shelter and pasture should be connected by the real Jajce navigation map"
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)
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state.set_hunger(30.0)
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_check(
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state.schedule_routine_at(manager.tick_count),
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"The test should be able to make the content goat's routine immediately due"
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)
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goat.move_speed = 4.0
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manager.simulate_tick()
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_check(
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(
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state.has_active_travel_target()
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and state.get_routine_site_id() == SimulationIds.ANIMAL_SITE_DUNJA_SHELTER
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and state.get_travel_target_site_id() == SimulationIds.ANIMAL_SITE_DUNJA_PASTURE
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and state.get_travel_target_position().is_equal_approx(pasture.get_routine_position())
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),
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"The due routine should deterministically choose pasture from shelter"
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)
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for _frame in 3:
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await physics_frame
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_check(
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goat.is_navigating() and not goat.get_navigation_path().is_empty(),
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"The loaded goat should follow a NavigationServer path rather than a straight state teleport"
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)
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var start_position := state.get_position()
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for _frame in 22:
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await physics_frame
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var mid_route_position := state.get_position()
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_check(
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(
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not mid_route_position.is_equal_approx(start_position)
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and state.has_active_travel_target()
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and goat.global_position.is_equal_approx(mid_route_position)
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),
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"Loaded movement should continuously report Dunja's authoritative mid-route position"
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)
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var mid_route_json: String = manager.serialize_state()
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var mid_route_checksum: String = manager.get_state_checksum()
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var random_streams_before_restore := JSON.stringify(
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manager.create_state_record().simulation["wander_random_streams"]
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)
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var saved_target_position := state.get_travel_target_position()
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_check(
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manager.restore_state_from_json(mid_route_json),
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"A schema-v11 save should accept Dunja's in-progress routine"
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)
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state = manager.animal_care.get_state(SimulationIds.ANIMAL_DUNJA)
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_check(
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(
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manager.get_state_checksum() == mid_route_checksum
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and state.get_position().is_equal_approx(mid_route_position)
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and state.get_travel_target_site_id() == SimulationIds.ANIMAL_SITE_DUNJA_PASTURE
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and state.get_travel_target_position().is_equal_approx(saved_target_position)
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and goat.global_position.is_equal_approx(mid_route_position)
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and (
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JSON.stringify(manager.create_state_record().simulation["wander_random_streams"])
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== random_streams_before_restore
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)
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),
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"Mid-route restore should preserve exact position, target, checksum, and every NPC RNG stream"
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)
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var animals_parent := goat.get_parent()
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goat.queue_free()
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await process_frame
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_check(
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(
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AnimalNode.get_by_id(SimulationIds.ANIMAL_DUNJA) == null
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and state.has_active_travel_target()
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and state.get_position().is_equal_approx(mid_route_position)
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and manager.get_state_checksum() == mid_route_checksum
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),
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"Unloading Dunja's presentation should leave her in-progress simulation state untouched"
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)
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var reloaded_goat := load("res://world/animals/goat/cozy_goat.tscn").instantiate() as AnimalNode
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animals_parent.add_child(reloaded_goat)
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await process_frame
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goat = reloaded_goat
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goat.move_speed = 4.0
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_check(
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(
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goat.state == state
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and goat.global_position.is_equal_approx(mid_route_position)
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and manager.get_state_checksum() == mid_route_checksum
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),
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"Reloading the self-contained goat scene should bind the same state without resetting it"
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)
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for _frame in 3:
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await physics_frame
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_check(
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goat.is_navigating() and not goat.get_navigation_path().is_empty(),
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"Restore should rebuild the loaded navigation path from saved facts"
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)
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for _frame in 240:
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if not state.has_active_travel_target():
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break
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await physics_frame
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_check(
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(
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not state.has_active_travel_target()
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and state.get_routine_site_id() == SimulationIds.ANIMAL_SITE_DUNJA_PASTURE
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and state.get_position().is_equal_approx(pasture.get_routine_position())
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and not goat.is_navigating()
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),
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(
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"Arrival should atomically promote pasture and retain its exact position "
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+ (
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"(active=%s site=%s state=%s target=%s navigating=%s)"
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% [
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state.has_active_travel_target(),
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state.get_routine_site_id(),
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state.get_position(),
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pasture.get_routine_position(),
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goat.is_navigating(),
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]
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)
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)
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)
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var arrived_json: String = manager.serialize_state()
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var arrived_checksum: String = manager.get_state_checksum()
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_check(
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(
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manager.restore_state_from_json(arrived_json)
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and manager.get_state_checksum() == arrived_checksum
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),
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"An arrived routine should also restore without replaying movement"
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)
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state = manager.animal_care.get_state(SimulationIds.ANIMAL_DUNJA)
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_check(
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not state.has_active_travel_target() and not goat.is_navigating(),
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"An arrived save should remain quietly at pasture after binding"
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)
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state.schedule_routine_at(manager.tick_count)
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manager.simulate_tick()
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_check(
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(
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state.has_active_travel_target()
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and state.get_travel_target_site_id() == SimulationIds.ANIMAL_SITE_DUNJA_SHELTER
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and state.get_travel_target_position().is_equal_approx(shelter.get_routine_position())
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),
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"The next due routine should deterministically alternate back to shelter"
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)
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state.set_hunger(AnimalStateRecord.FEED_THRESHOLD - AnimalStateRecord.HUNGER_PER_TICK)
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manager.simulate_tick()
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_check(
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not state.has_active_travel_target() and not goat.is_navigating() and state.needs_feed(),
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"Becoming hungry should stop routine travel so NPC and player feeding target a still goat"
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)
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_finish()
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func _wait_for_navigation_map(navigation_map: RID) -> void:
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for _attempt in 30:
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if (
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NavigationServer3D.map_get_iteration_id(navigation_map) > 0
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and not NavigationServer3D.map_get_regions(navigation_map).is_empty()
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):
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await physics_frame
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return
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await physics_frame
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_check(false, "Jajce navigation map did not synchronize within 30 physics frames")
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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] Animal pasture/shelter routine 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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