extends SceneTree var failures: Array[String] = [] func _initialize() -> void: call_deferred("_run") func _run() -> void: var camera := Camera3D.new() camera.current = true root.add_child(camera) var world: Node3D = load("res://world/jajce/JajceWorld.tscn").instantiate() root.add_child(world) await process_frame for frame in 10: await physics_frame var terrain = world.get_node("TerrainRoot/Terrain3D") _check(terrain is Terrain3D, "JajceWorld should own a Terrain3D node") _check( terrain.data_directory == "res://terrain/jajce/data", "Terrain3D should use dedicated Jajce data" ) _check( terrain.assets.get_texture_count() == 3, "Jajce terrain should expose its bounded three-material palette (found %s)" % terrain.assets.get_texture_count() ) _check( absf(terrain.data.get_height(Vector3.ZERO)) < 0.1, "Central gameplay area should remain level for current navigation" ) _check( terrain.data.get_height(Vector3(-72, 0, 18)) > 10.0, "Authored terrain should raise the western fortress ridge" ) _check(world.has_node("WaterRoot"), "JajceWorld should expose WaterRoot") _check(world.has_node("VillageRoot"), "JajceWorld should expose VillageRoot") _check(world.has_node("FoliageRoot"), "JajceWorld should expose FoliageRoot") _check( world.get_node("FoliageRoot").get_child_count() >= 10, "JajceWorld should include restrained authored foliage clusters" ) _check( world.has_node("GreyboxLandmarks/FortressBlockout"), "Greybox should include the fortress landmark" ) _check( world.has_node("WaterRoot/WaterfallGreybox"), "Greybox should include the waterfall drop" ) _check( world.has_node("WaterRoot/WaterfallFoam") and world.has_node("WaterRoot/Mist_01"), "Waterfall should include readable foam and mist layers" ) var environment: Environment = ( world.get_node("WorldEnvironment") as WorldEnvironment ).environment _check( environment.fog_enabled and environment.sky != null, "Jajce environment should provide sky and restrained valley fog" ) _check( world.has_node("VillageRoot/MillBlockout") and world.has_node("VillageRoot/BridgeBlockout"), "Greybox should include the mill and bridge" ) var lookdev: Node3D = load("res://world/jajce/JajceLookdev.tscn").instantiate() _check(lookdev.has_node("JajceWorld"), "Lookdev should instance JajceWorld") _check(lookdev.has_node("BeautyCamera"), "Lookdev should provide a beauty camera") lookdev.free() var resources := world.get_node("WorldObjects/ResourceNodes").get_children() var ids: Array[String] = [] for resource in resources: ids.append(String((resource as ResourceNode).node_id)) ids.sort() _check( ids == ["berry_bush_01", "berry_bush_02", "tree_01", "tree_02"], "Jajce resources should preserve all stable IDs" ) var navigation_region := world.get_node("NavigationRegion3D") as NavigationRegion3D var navigation_map: RID = NavigationServer3D.region_get_map(navigation_region.get_rid()) _check(navigation_map.is_valid(), "Jajce navigation region should be assigned to a map") _check( navigation_region.navigation_mesh.get_polygon_count() > 0, "Jajce navigation mesh should contain baked polygons" ) await _wait_for_navigation_map(navigation_map) NavigationServer3D.map_force_update(navigation_map) var origins := [ Vector3(-6, 0, -4), Vector3(0, 0, 0), Vector3(6, 0, 4) ] var destinations: Array[Vector3] = [] for resource in resources: destinations.append((resource as ResourceNode).interaction_point.global_position) for marker in world.get_node("LegacyActivityMarkers").get_children(): destinations.append((marker as Marker3D).global_position) for origin in origins: for destination in destinations: var path := NavigationServer3D.map_get_path( navigation_map, origin, destination, true ) _check( not path.is_empty(), "Jajce navigation path should exist from %s to %s" % [origin, destination] ) var adapter := ActiveWorldAdapter.new() root.add_child(adapter) var manager: Node = load("res://simulation/SimulationManager.gd").new() manager.debug_logs = false manager.active_world_adapter = adapter root.add_child(manager) manager.set_process(false) await process_frame var npc: SimNPC = manager.npcs[0] npc.set_task(SimulationIds.ACTION_GATHER_FOOD) _check( manager.resolve_npc_target(npc.id, Vector3.ZERO), "Target resolver should find Jajce resources without a parent path" ) var selected := ResourceNode.get_by_id(npc.target_id) if selected != null: var selected_state: ResourceStateRecord = manager.get_resource_state( selected.node_id ) _check( selected_state.get_reserved_by() == npc.id, "Selected Jajce resource should be authoritatively reserved" ) manager.release_resource(selected.node_id, npc.id) if failures.is_empty(): print("[TEST] Jajce scaffold passed: Terrain3D, stable IDs, 24 navigation routes") 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, "Jajce navigation map did not synchronize within 30 physics frames") func _check(condition: bool, message: String) -> void: if not condition: failures.append(message)