extends SceneTree var failures: Array[String] = [] func _initialize() -> void: call_deferred("_run") func _run() -> void: var main_scene: Node = load("res://main.tscn").instantiate() root.add_child(main_scene) await process_frame for _frame in 10: await physics_frame var simulation_manager: Node = main_scene.get_node("SimulationManager") simulation_manager.set_process(false) var saved_clock_ticks: int = simulation_manager.clock.elapsed_ticks simulation_manager.clock.elapsed_ticks = 0 await process_frame await process_frame var environment: Environment = ( (main_scene.get_node("JajceWorld/WorldEnvironment") as WorldEnvironment).environment ) _check( is_equal_approx(environment.ambient_light_energy, 0.25), "Day/night presentation should follow the authoritative simulation clock" ) simulation_manager.clock.elapsed_ticks = saved_clock_ticks await process_frame _check(simulation_manager.npcs.size() == 6, "Baseline should create six NPCs") var inspector_label := ( main_scene.get_node("UI/NpcInspectorPanel/MarginContainer/NpcInspectorLabel") as Label ) _check( ( "Relationship:" in inspector_label.text and "familiar 50%" in inspector_label.text and "trust 50%" in inspector_label.text ), "Runtime inspector should render authoritative directed relationship state" ) var contributor: SimNPC = simulation_manager.npcs[0] var witness: SimNPC = simulation_manager.npcs[1] var listener: SimNPC = simulation_manager.npcs[2] for npc in simulation_manager.npcs: npc.position = Vector3(20.0 + npc.id * 2.0, 0.0, 0.0) contributor.position = Vector3.ZERO witness.position = Vector3(4.0, 0.0, 0.0) witness.hunger = 85.0 listener.hunger = 20.0 contributor.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0) _check( is_equal_approx( simulation_manager.economy.deposit_inventory(contributor, SimulationIds.RESOURCE_FOOD), 1.0 ), "Runtime knowledge UI check should use a completed simulation transaction" ) var world_view := main_scene.get_node("WorldViewManager") var contributor_visual: Node3D = world_view.active_npc_visuals[contributor.id] var witness_visual: Node3D = world_view.active_npc_visuals[witness.id] var listener_visual: Node3D = world_view.active_npc_visuals[listener.id] _check( ( witness_visual.get_node("TrustReactionRoot").visible and not contributor_visual.get_node("TrustReactionRoot").visible ), "A real trust consequence should blossom only above the reacting observer" ) var reaction_checksum: String = simulation_manager.get_state_checksum() witness_visual.play_trust_gain_reaction() _check( simulation_manager.get_state_checksum() == reaction_checksum, "Restarting the transient trust blossom must not mutate simulation state" ) var village_ui := main_scene.get_node("UI") village_ui.selected_npc_index = witness.id village_ui.call("_refresh_npc_inspector") _check( ( "Memories 1 lasting · 0 recent" in inspector_label.text and ( "◆ lasting · %s stocked 1 food · witnessed" % contributor.npc_name in inspector_label.text ) and "Relationship: %s" % contributor.npc_name in inspector_label.text and "Because:" in inspector_label.text and "Own history" in inspector_label.text ), "NPC history should show the lasting witnessed fact and its relationship consequence" ) var guard_site := ( main_scene.get_node("JajceWorld/WorldObjects/ActivitySites/GuardPost") as ActivitySite ) witness.set_task(SimulationIds.ACTION_PATROL) witness.target_id = guard_site.site_id witness.position = guard_site.get_interaction_position() witness.start_working() listener.set_task(SimulationIds.ACTION_PATROL) listener.target_id = guard_site.site_id listener.position = witness.position + Vector3(1.0, 0.0, 0.0) simulation_manager.notify_npc_arrived(listener.id) village_ui.selected_npc_index = listener.id village_ui.call("_refresh_npc_inspector") _check( ( "Memories 0 lasting · 1 recent" in inspector_label.text and ( "• recent · %s stocked 1 food · heard %s" % [contributor.npc_name, witness.npc_name] in inspector_label.text ) ), "NPC history should identify who communicated a retained fact" ) _check( not listener_visual.get_node("TrustReactionRoot").visible, "Learning a fact without a relationship consequence should not show a trust blossom" ) var village_stats_label := ( main_scene.get_node("UI/VillagePanel/MarginContainer/VillageStatsLabel") as Label ) var pantry_state: StorageStateRecord = simulation_manager.get_pantry() var pantry_visual := ( main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry/PantryPresentation") as PantryStockVisual ) _check( ( pantry_visual.get_stock_level() == PantryStockVisual.StockLevel.STOCKED and pantry_visual.get_node("LowStock").visible and pantry_visual.get_node("FullStock").visible and not pantry_visual.get_node("EmptyStock").visible ), "A stocked authoritative pantry should show its physical sacks and berry baskets" ) contributor.hunger = 85.0 var withdrawn_for_need: float = simulation_manager.economy.withdraw_to_inventory( contributor, SimulationIds.RESOURCE_FOOD, pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) ) _check(withdrawn_for_need > 0.0, "Runtime opportunity setup should empty the real pantry") var opportunity: OpportunityStateRecord = simulation_manager.get_active_opportunity() _check(opportunity != null, "Emptying the pantry should open one known shortage need") if pantry_visual.transition_tween != null: await pantry_visual.transition_tween.finished _check( ( pantry_visual.get_stock_level() == PantryStockVisual.StockLevel.EMPTY and pantry_visual.get_node("EmptyStock").visible and not pantry_visual.get_node("LowStock").visible and contributor_visual.get_node("OpportunityConcernRoot").visible and not listener_visual.get_node("OpportunityConcernRoot").visible ), "The real shortage should empty the pantry prop and concern only its interested villager" ) _check( ( "Village need" in village_stats_label.text and "◆ Restock the empty pantry" in village_stats_label.text and ( "%s is worried about the shortage" % contributor.npc_name in village_stats_label.text ) and "Food 0 / 1" in village_stats_label.text ), "An open opportunity should add one compact state-derived village need" ) village_ui.selected_npc_index = contributor.id village_ui.call("_refresh_npc_inspector") _check( ( "Open village need" in inspector_label.text and "◆ Restock the empty pantry" in inspector_label.text and "Food 0 / 1" in inspector_label.text ), "The interested villager should expose the open pantry need in their inspector" ) village_ui.selected_npc_index = listener.id village_ui.call("_refresh_npc_inspector") _check( "Open village need" not in inspector_label.text, "An unrelated selected villager should not inherit someone else's open need" ) _check( ( simulation_manager.economy.deposit_inventory(contributor, SimulationIds.RESOURCE_FOOD) > 0.0 ), "Opportunity presentation should resolve from a real pantry deposit" ) _check( ( pantry_visual.get_stock_level() == PantryStockVisual.StockLevel.STOCKED and pantry_visual.get_node("RefillResponse").visible and not contributor_visual.get_node("OpportunityConcernRoot").visible ), "Real supply should restore visible stock, play one refill response, and clear concern" ) _check( "Village need" not in village_stats_label.text, "Resolved opportunities should leave the compact village summary" ) village_ui.selected_npc_index = contributor.id village_ui.call("_refresh_npc_inspector") _check( ( "Resolved village need" in inspector_label.text and "◆ %s restocked the pantry" % contributor.npc_name in inspector_label.text and "Food target 1" in inspector_label.text ), "The interested villager should retain a resolved detail naming the real actor" ) village_ui.selected_npc_index = listener.id village_ui.call("_refresh_npc_inspector") _check( "Resolved village need" not in inspector_label.text, "Resolved opportunity detail should remain scoped to its interested villager" ) var player_need_withdrawal: float = simulation_manager.economy.withdraw_to_inventory( contributor, SimulationIds.RESOURCE_FOOD, pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) ) _check(player_need_withdrawal > 0.0, "Player resolution setup should reopen a real need") var player_opportunity: OpportunityStateRecord = simulation_manager.get_active_opportunity() _check(player_opportunity != null, "A later shortage should open a new opportunity record") var active_need_json: String = simulation_manager.serialize_state() var old_contributor_visual := contributor_visual _check( simulation_manager.restore_state_from_json(active_need_json), "The visible shortage should survive a valid schema-v9 restore" ) await process_frame contributor = simulation_manager.npcs[contributor.id] witness = simulation_manager.npcs[witness.id] listener = simulation_manager.npcs[listener.id] contributor_visual = world_view.active_npc_visuals[contributor.id] player_opportunity = simulation_manager.get_active_opportunity() _check( ( contributor_visual != old_contributor_visual and contributor_visual.get_node("OpportunityConcernRoot").visible and pantry_visual.get_stock_level() == PantryStockVisual.StockLevel.EMPTY and pantry_visual.get_node("EmptyStock").visible and not pantry_visual.get_node("RefillResponse").visible ), "Restoration should rebuild concern and empty stock without replaying the refill response" ) var player := main_scene.get_node("Player") as Node3D var opportunity_bush := ( main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/BerryBush_01") as ResourceNode ) var opportunity_bush_state: ResourceStateRecord = simulation_manager.get_resource_state( opportunity_bush.node_id ) opportunity_bush_state.set_amount_remaining(1.0) player.global_position = opportunity_bush.interaction_point.global_position player.call("try_interact") village_ui.selected_npc_index = contributor.id village_ui.call("_refresh_npc_inspector") _check( ( player_opportunity.get_status() == OpportunityStateRecord.STATUS_RESOLVED and "Resolved village need" in inspector_label.text and "◆ Player restocked the pantry" in inspector_label.text ), "Player gathering should resolve the same need and be named from its real event" ) var woodpile_state: StorageStateRecord = simulation_manager.get_woodpile() woodpile_state.withdraw( SimulationIds.RESOURCE_WOOD, woodpile_state.get_amount(SimulationIds.RESOURCE_WOOD) ) simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_WOOD) var woodpile_node := ( main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillageWoodpile") as StorageNode ) contributor.position = woodpile_node.get_interaction_position() witness.position = contributor.position witness.profession = SimulationIds.PROFESSION_WOODCUTTER contributor.set_task(SimulationIds.ACTION_STUDY, 1.0) contributor.target_id = SimulationIds.STORAGE_VILLAGE_WOODPILE contributor.travel_target_position = contributor.position contributor.start_working() simulation_manager.simulate_tick() village_ui.selected_npc_index = contributor.id village_ui.call("_refresh_npc_inspector") var runtime_helper: OpportunityHelperResult = simulation_manager.get_active_opportunity_helper() _check( ( runtime_helper != null and runtime_helper.helper_npc_id == witness.id and runtime_helper.action_id == SimulationIds.ACTION_GATHER_WOOD ), "Runtime helper query should derive the informed trusted woodcutter" ) var runtime_helper_reason := ( "Knows the need; trust %.2f toward %s" % [runtime_helper.trust, contributor.npc_name] if runtime_helper != null else "missing helper" ) _check( ( "◆ Supply wood for blocked work" in village_stats_label.text and "could not finish Study" in village_stats_label.text and "Possible helper: %s — Gather Wood" % witness.npc_name in village_stats_label.text and runtime_helper_reason in village_stats_label.text and "◆ Find wood for Study" in inspector_label.text and not contributor_visual.get_node("OpportunityConcernRoot").visible ), "A real missing-wood fact should surface through wood-specific UI without a food cue" ) witness.current_task = SimulationIds.ACTION_IDLE witness.task_state = SimNPC.TASK_STATE_IDLE witness.task_complete = true witness.target_id = &"" witness.has_travel_target = false witness.hunger = 20.0 witness.energy = 80.0 witness.mourning_ticks = 0 simulation_manager.simulate_tick() var runtime_decision: ActionSelectionResult = simulation_manager.get_latest_decision(witness.id) var helper_resource: ResourceStateRecord = simulation_manager.get_resource_state( witness.target_id ) _check( ( runtime_decision != null and runtime_decision.action_id == SimulationIds.ACTION_GATHER_WOOD and "Responding to village need" in runtime_decision.reason and witness.task_state == SimNPC.TASK_STATE_TRAVELING and helper_resource != null and helper_resource.get_reserved_by() == witness.id ), "The runtime helper should autonomously enter normal target resolution and reservation" ) contributor.add_inventory(SimulationIds.RESOURCE_WOOD, 1.0) _check( is_equal_approx( simulation_manager.economy.deposit_inventory(contributor, SimulationIds.RESOURCE_WOOD), 1.0 ), "Runtime opportunity presentation should resolve from a real wood deposit" ) village_ui.call("_refresh_npc_inspector") _check( ( "Village need" not in village_stats_label.text and "◆ %s supplied the woodpile" % contributor.npc_name in inspector_label.text ), "The resolved wood need should name its exact supplier and leave the active summary" ) _check( main_scene.has_node("JajceWorld/TerrainRoot/Terrain3D"), "Playable runtime should instance the Jajce Terrain3D world" ) var terrain: Terrain3D = main_scene.get_node("JajceWorld/TerrainRoot/Terrain3D") _check( terrain.get_camera() == main_scene.get_node("CameraRig/Camera3D"), "Runtime Terrain3D should bind to the gameplay camera" ) var camera_rig := main_scene.get_node("CameraRig") _check( camera_rig.has_method("apply_presentation_preset"), "Runtime camera should expose a presentation staging preset" ) var presentation_focus := Vector3(-2.0, 1.2, -0.5) camera_rig.apply_presentation_preset(presentation_focus, 128.0, 0.95) _check( camera_rig.global_position.distance_to(presentation_focus) > 10.0, "Presentation preset should pull the camera back from the village focus" ) _check(terrain.collision_mode != 0, "Runtime Terrain3D collision should be enabled") _check( ( main_scene.has_node("Player/Visual/Body") and main_scene.has_node("Player/Visual/Head") and main_scene.has_node("Player/Visual/Scarf") ), "Player should use the same readable multi-part visual language as villagers" ) _check( ( not main_scene.has_node("Player/MeshInstance3D") and not main_scene.has_node("Player/FaceMarker") ), "Runtime should not retain the placeholder player capsule presentation" ) _check( not main_scene.has_node("JajceWorld/NavigationRegion3D/GreyboxGround"), "Runtime should not keep the temporary greybox navigation ground" ) _check( ( not main_scene.has_node("World") and not main_scene.has_node("ResourceNodes") and not main_scene.has_node("ActivityMarkers") and not main_scene.has_node("JajceWorld/LegacyActivityMarkers") ), "Runtime should not retain duplicate flat-world objects" ) var resource_root := main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes") _check( resource_root.get_child_count() == 18, "Runtime should contain eighteen Jajce ResourceNodes" ) _check( simulation_manager.resource_states.size() == 18, "Simulation authority should bind all eighteen Jajce resources" ) var village_root := main_scene.get_node("JajceWorld/VillageRoot") var path_strips := 0 for child in village_root.get_children(): if child.name.begins_with("Path_"): path_strips += 1 _check( path_strips >= 4, "Runtime should include authored path strips for first-read composition" ) _check( main_scene.has_node("JajceWorld/FortressBlockout/Keep/RidgeBanner"), "Runtime should include a readable ridge landmark banner" ) _check( main_scene.has_node("JajceWorld/WorldObjects/StorageSites/VillagePantry/PantrySign"), "Pantry storage should have a readable work-site silhouette" ) _check( main_scene.has_node("JajceWorld/WorldObjects/ActivitySites/GuardPost/GuardPennant"), "Guard site should have a readable work-site silhouette" ) _check( main_scene.has_node("JajceWorld/WorldObjects/ActivitySites/StudyDesk/OpenBook_A"), "Study site should have readable study props" ) _check( main_scene.has_node("JajceWorld/WorldObjects/ActivitySites/RestBench/RestCanopy"), "Rest site should have a readable rest silhouette" ) var navigation_map: RID = main_scene.get_world_3d().navigation_map var navigation_region := ( main_scene.get_node("JajceWorld/NavigationRegion3D") as NavigationRegion3D ) _check( ( navigation_region.navigation_mesh.resource_path == "res://world/jajce/JajceNavigationMesh.tres" ), "Runtime navigation should use the Terrain3D-derived baked mesh resource" ) await _wait_for_navigation_map(navigation_map) NavigationServer3D.map_force_update(navigation_map) var fixed_origins := [Vector3(-6.0, 0.0, -4.0), Vector3(0.0, 0.0, 0.0), Vector3(6.0, 0.0, 4.0)] var destinations: Array[Vector3] = [] _check( main_scene.has_node("JajceWorld/WorldObjects/StorageSites/VillagePantry"), "Runtime should expose a typed VillagePantry StorageNode" ) _check( not main_scene.has_node("JajceWorld/LegacyActivityMarkers/PantryMarker"), "Runtime should not keep the pantry as a legacy activity marker" ) var pantry := ( main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry") as StorageNode ) destinations.append(pantry.get_interaction_position()) _check( main_scene.has_node("JajceWorld/WorldObjects/StorageSites/VillageWoodpile"), "Runtime should expose a typed VillageWoodpile StorageNode" ) var woodpile := ( main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillageWoodpile") as StorageNode ) destinations.append(woodpile.get_interaction_position()) var activity_root := main_scene.get_node("JajceWorld/WorldObjects/ActivitySites") _check(activity_root.get_child_count() == 3, "Runtime should expose three typed activity sites") for site in activity_root.get_children(): destinations.append((site as ActivitySite).get_interaction_position()) for resource in resource_root.get_children(): destinations.append((resource as ResourceNode).interaction_point.global_position) for origin in fixed_origins: for destination in destinations: var path := NavigationServer3D.map_get_path(navigation_map, origin, destination, true) _check( not path.is_empty(), "Navigation path should exist from %s to %s" % [origin, destination] ) _check_path_tracks_terrain( terrain, path, "Runtime navigation path should track Terrain3D height" ) _check_path_reaches_destination( path, destination, "Runtime navigation path should reach its requested target" ) var village := SimVillage.new() var worker := SimNPC.new(100, "BaselineWorker", SimulationIds.PROFESSION_SCHOLAR, 5.0, 5.0) worker.set_task(SimulationIds.ACTION_STUDY, 2.0) worker.start_working() var executor := ActionExecutionSystem.new() executor.advance_npc(worker, village) executor.advance_npc(worker, village) _check(worker.task_complete, "A two-tick working task should complete") var starving := SimNPC.new(101, "BaselineStarving", SimulationIds.PROFESSION_WANDERER, 5.0, 5.0) starving.hunger = 100.0 starving.starvation_death_threshold = 1 executor.advance_npc(starving, village) _check(starving.is_dead, "Starvation threshold should still kill an NPC") var adapter := main_scene.get_node("ActiveWorldAdapter") as ActiveWorldAdapter var storage_target := adapter.get_activity_target(SimulationIds.ACTION_DEPOSIT_FOOD) _check( storage_target.get("target_id", "") == String(SimulationIds.STORAGE_VILLAGE_PANTRY), "Runtime adapter should route storage actions to village_pantry" ) var wood_target := adapter.get_activity_target(SimulationIds.ACTION_DEPOSIT_WOOD) _check( wood_target.get("target_id", "") == String(SimulationIds.STORAGE_VILLAGE_WOODPILE), "Runtime adapter should route wood deposit to village_woodpile" ) var study_target := adapter.get_activity_target(SimulationIds.ACTION_STUDY) _check( study_target.get("target_id", "") == "study_desk", "Runtime adapter should route study to the typed study desk" ) if failures.is_empty(): print("[TEST] Jajce runtime passed: 6 NPCs, 18 resources, typed sites") quit(0) return for failure in failures: push_error("[TEST] " + failure) quit(1) func _wait_for_navigation_map(navigation_map: RID) -> void: for attempt in 30: if ( NavigationServer3D.map_get_iteration_id(navigation_map) > 0 and not NavigationServer3D.map_get_regions(navigation_map).is_empty() ): await physics_frame return await physics_frame _check(false, "Navigation map did not synchronize within 30 physics frames") func _check(condition: bool, message: String) -> void: if not condition: failures.append(message) func _check_path_tracks_terrain( terrain: Terrain3D, path: PackedVector3Array, message: String ) -> void: if path.is_empty(): return for point in path: var terrain_height: float = terrain.data.get_height(point) if is_nan(terrain_height): failures.append("%s: missing terrain height at %s" % [message, point]) return if absf(point.y - terrain_height) > 0.85: failures.append( ( "%s: path point %s is too far from terrain height %.2f" % [message, point, terrain_height] ) ) return func _check_path_reaches_destination( path: PackedVector3Array, destination: Vector3, message: String ) -> void: if path.is_empty(): return var final_point := path[path.size() - 1] var final_xz := Vector2(final_point.x, final_point.z) var destination_xz := Vector2(destination.x, destination.z) if final_xz.distance_to(destination_xz) > 1.5: failures.append( "%s: final path point %s is too far from %s" % [message, final_point, destination] )