extends SceneTree var failures: Array[String] = [] var war_outcomes: Array[StringName] = [] func _initialize() -> void: call_deferred("_run") func _run() -> void: _test_combat_and_wolf() _test_war_motivation() _test_player_combat_and_restore() _finish() func _test_combat_and_wolf() -> void: var manager := _create_manager(981) manager.update_player_combatant(Vector3(100.0, 0.0, 100.0)) var npc: SimNPC = manager.npcs[0] npc.position = Vector3.ZERO var npc_combatant: CombatantStateRecord = manager.get_combatant( SimulationIds.npc_combatant_id(npc.id) ) _check( ( npc_combatant != null and is_equal_approx(npc_combatant.get_health(), 100.0) and npc_combatant.get_faction_id() == SimulationIds.FACTION_VILLAGE ), "Each living villager should gain a village combatant record" ) var wolf_id: StringName = manager.spawn_wolf(Vector3(1.0, 0.0, 0.0)) _check(wolf_id != &"", "A hungry wolf should spawn as a hostile combatant") var wolf: CombatantStateRecord = manager.get_combatant(wolf_id) _check(wolf.is_hostile(), "A spawned wolf should be hostile") manager.simulate_tick() _check( wolf.get_health() == 40.0 and npc_combatant.get_health() < 100.0, "A nearby wolf should wound the villager with its claw" ) var hurt_found := _has_event(manager, SimulationIds.EVENT_COMBATANT_HURT) _check(hurt_found, "The wolf's attack should record a combatant_hurt fact") for _tick in 40: manager.simulate_tick() _check( npc.is_dead or not wolf.is_alive(), "A prolonged wolf fight should resolve with a death on one side" ) manager.free() func _test_war_motivation() -> void: var strong_manager := _create_manager(982) _set_all_strength(strong_manager, 9.0) strong_manager.war_resolved.connect(_on_war_resolved) for _tick in 400: strong_manager.simulate_tick() var strong_plan: StringName = strong_manager.get_tribe_war_plan() var strong_raiders := _count_raiders(strong_manager) _check( ( strong_plan in [SimulationIds.WAR_PLAN_PLANNED, SimulationIds.WAR_PLAN_NONE] and strong_raiders == 0 ), "A strong village should make the hungry tribe plan but never dare to raid" ) strong_manager.free() var weak_manager := _create_manager(983) _set_all_strength(weak_manager, 1.0) var weak_outcomes: Array[StringName] = [] weak_manager.war_resolved.connect(func(outcome): weak_outcomes.append(outcome)) for _tick in 200: weak_manager.simulate_tick() _check( weak_manager.get_tribe_war_plan() == SimulationIds.WAR_PLAN_PLANNED, "A hungry tribe should first watch a weak food-rich village before striking" ) for _tick in 200: weak_manager.simulate_tick() _check( weak_manager.get_tribe_war_plan() == SimulationIds.WAR_PLAN_RAIDING, "A weak village with plenty of food should be raided once the tribe commits" ) _check(_count_raiders(weak_manager) > 0, "The raid should spawn hostile raiders") var resolved := false for _tick in 600: weak_manager.simulate_tick() if weak_manager.get_tribe_war_plan() != SimulationIds.WAR_PLAN_RAIDING: resolved = true break _check( resolved and not weak_outcomes.is_empty(), "The raid should resolve into a war outcome with recorded consequences" ) weak_manager.free() func _test_player_combat_and_restore() -> void: var manager := _create_manager(984) var wolf_id: StringName = manager.spawn_wolf(Vector3(0.0, 0.0, 0.0)) var wolf: CombatantStateRecord = manager.get_combatant(wolf_id) _check( is_equal_approx(manager.player_attack(wolf_id), 24.0), "The player's sword strike should deal its configured damage" ) _check(is_equal_approx(wolf.get_health(), 16.0), "The wolf should survive one sword strike") manager.player_attack(wolf_id) _check(not wolf.is_alive(), "A second sword strike should kill the wolf") _check( _has_event(manager, SimulationIds.EVENT_COMBATANT_KILLED), "The player's kill should record a combatant_killed fact" ) _check( manager.get_living_hostile_combatants().is_empty(), "The dead wolf should leave the living-hostile set" ) var saved_json: String = manager.serialize_state() var restored := _create_manager(985) _check( restored.restore_state_from_json(saved_json), "Combatants and factions should survive schema-v14 save and restore" ) _check( ( restored.get_state_checksum() == manager.get_state_checksum() and restored.get_faction(SimulationIds.FACTION_TRIBE) != null and not restored.get_combatant(wolf_id).is_alive() ), "Restore should preserve combatant health, factions, and checksum" ) restored.free() manager.free() func _set_all_strength(manager: Node, strength: float) -> void: for npc in manager.npcs: npc.strength = strength func _count_raiders(manager: Node) -> int: var count := 0 for combatant in manager.conflict_system.get_all_combatants(): if combatant.get_kind() == SimulationIds.COMBATANT_KIND_RAIDER: count += 1 return count func _has_event(manager: Node, event_type: StringName) -> bool: for event in manager.economic_events: if StringName(event.data["event_type"]) == event_type: return true return false func _on_war_resolved(_outcome: StringName) -> void: war_outcomes.append(_outcome) func _create_manager(seed_value: int = 981) -> Node: var manager: Node = load("res://simulation/SimulationManager.gd").new() manager.simulation_seed = seed_value manager.debug_logs = false var home_positions: Array[Vector3] = [ Vector3(0.0, 0.0, 0.0), Vector3(2.0, 0.0, 0.0), Vector3(10.0, 0.0, 0.0), Vector3(12.0, 0.0, 0.0), Vector3(30.0, 0.0, 30.0), Vector3(40.0, 0.0, 40.0), ] manager.home_positions = home_positions root.add_child(manager) manager.set_process(false) return manager func _finish() -> void: if failures.is_empty(): print("[TEST] Conflict and war passed: combat, wolves, motivation, raids") 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)