extends SceneTree var main_scene: Node var failures: Array[String] = [] func _initialize() -> void: call_deferred("_run") func _run() -> void: main_scene = load("res://main.tscn").instantiate() root.add_child(main_scene) await process_frame await physics_frame var simulation_manager := main_scene.get_node("SimulationManager") var player := main_scene.get_node("Player") var bush := ( main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/BerryBush_01") as ResourceNode ) var tree := main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/Tree_01") as ResourceNode simulation_manager.set_process(false) var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(bush.node_id) var tree_state: ResourceStateRecord = simulation_manager.get_resource_state(tree.node_id) bush_state.set_amount_remaining(1.0) _check( simulation_manager.reserve_resource(bush.node_id, 999), "Player contention setup should reserve the bush" ) player.global_position = bush.interaction_point.global_position var food_before: float = simulation_manager.village.food player.try_interact() _check( is_equal_approx(bush_state.get_amount_remaining(), 0.0), "Player should deplete the nearby bush" ) _check( is_equal_approx(simulation_manager.village.food, food_before + 1.0), "Village should receive exactly the bush's remaining food" ) _check(bush_state.get_reserved_by() == -1, "Depletion should release the NPC reservation") var player_extraction: EconomicEventRecord var player_depletion: EconomicEventRecord for event in simulation_manager.economic_events: if int(event.data["actor_id"]) != -1 or StringName(event.data["source_id"]) != bush.node_id: continue if StringName(event.data["event_type"]) == SimulationIds.EVENT_RESOURCE_EXTRACTED: player_extraction = event elif StringName(event.data["event_type"]) == SimulationIds.EVENT_RESOURCE_DEPLETED: player_depletion = event var bush_event_position := bush.interaction_point.global_position _check(player_extraction != null, "Player extraction should create a structured event") _check(player_depletion != null, "Player depletion should create a structured event") if player_extraction != null: _check( player_extraction.get_world_position().is_equal_approx(bush_event_position), "Player extraction should preserve the resource interaction position" ) if player_depletion != null: _check( player_depletion.get_world_position().is_equal_approx(bush_event_position), "Player depletion should preserve the resource interaction position" ) player.global_position = tree.interaction_point.global_position var wood_before: float = simulation_manager.village.wood var tree_before := tree_state.get_amount_remaining() player.try_interact() _check( is_equal_approx(tree_state.get_amount_remaining(), tree_before - tree.yield_per_action), "Player should extract the tree's configured yield" ) _check( is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action), "Village should receive exactly the extracted wood" ) var pantry := ( main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry") as StorageNode ) var pantry_state: StorageStateRecord = simulation_manager.get_pantry() pantry_state.deposit(SimulationIds.RESOURCE_FOOD, pantry_state.get_available_capacity() - 0.5) simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD) bush_state.set_amount_remaining(1.0) player.global_position = bush.interaction_point.global_position player.try_interact() _check( ( is_equal_approx(bush_state.get_amount_remaining(), 0.5) and is_equal_approx(pantry_state.get_available_capacity(), 0.0) ), "Player harvesting should leave overflow at its source when storage fills" ) pantry_state.deposit(SimulationIds.RESOURCE_FOOD, 3.0) simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD) var pantry_food_before := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) player.global_position = pantry.get_interaction_position() player.try_interact() _check( pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) < pantry_food_before, "Player should eat from the typed pantry StorageNode" ) var guard_site := ( main_scene.get_node("JajceWorld/WorldObjects/ActivitySites/GuardPost") as ActivitySite ) player.global_position = guard_site.get_interaction_position() var safety_before: float = simulation_manager.village.safety player.try_interact() _check( simulation_manager.village.safety > safety_before, "Player should help guard from the typed GuardPost ActivitySite" ) if failures.is_empty(): print("[TEST] ResourceNode player parity passed") quit(0) return for failure in failures: push_error("[TEST] " + failure) quit(1) func _check(condition: bool, message: String) -> void: if not condition: failures.append(message)