extends SceneTree const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd") var failures: Array[String] = [] func _initialize() -> void: call_deferred("_run") func _run() -> void: var first := _create_npc(0, "First") var second := _create_npc(1, "Second") var observer := _create_npc(2, "Observer") first.is_starving = true var npcs: Array[SimNPC] = [first, second, observer] var view := SimulationPopulationView.new(npcs) _check(view.living_count() == 3, "The initial view should index every living NPC") _check(view.starving_count() == 1, "The initial view should index the starving NPC once") _check(view.get_starving(first.id) == first, "The starving lookup should preserve identity") second.is_starving = true view.refresh_npc(second) _check(view.starving_count() == 2, "Refreshing should add a newly starving NPC") first.die_from_starvation() view.refresh_npc(first) _check( view.get_living(first.id) == null and view.get_starving(first.id) == null, "Refreshing should remove a dead NPC from both indexes" ) _check(view.get_any(first.id) == first, "The identity index should retain a dead NPC record") var relationships := RelationshipSystemScript.new() var records: Array[RelationshipStateRecord] = [ RelationshipStateRecord.create(observer.id, first.id, 0.8, 0.9), RelationshipStateRecord.create(observer.id, second.id, 0.7, 0.7), ] relationships.restore(records) _check( relationships.get_trusted_starving_subject(observer.id, npcs, view) == second, "The relationship query should ignore the stronger dead subject through the shared view" ) _check( relationships.get_most_familiar_living(observer.id, npcs, view) == second, "The living-subject query should use the same refreshed view" ) first.is_dead = false first.is_starving = true view.refresh_npc(first) _check( relationships.get_trusted_starving_subject(observer.id, npcs, view) == first, "A refreshed living subject should regain eligibility without rebuilding the view" ) _finish() func _create_npc(npc_id: int, npc_name: String) -> SimNPC: var random_source := RandomNumberGenerator.new() random_source.seed = 7000 + npc_id return SimNPC.new(npc_id, npc_name, SimulationIds.PROFESSION_FARMER, 5.0, 5.0, random_source) func _check(condition: bool, message: String) -> void: if not condition: failures.append(message) func _finish() -> void: if failures.is_empty(): print("[TEST] Simulation population view passed: refresh -> shared stable-ID queries") quit(0) return for failure in failures: push_error("[TEST] " + failure) quit(1)