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") player.villager_inspection_range = 0.0 var bush := ( main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/BerryBush_01") as ResourceNode ) simulation_manager.set_process(false) var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(bush.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.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD), 1.0 ), "Player harvesting should carry 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) and ( StringName(player_extraction.data["destination_id"]) == SimulationIds.PLAYER_INVENTORY_ID ) ), "Player extraction should preserve the interaction position and name the carried inventory" ) if player_depletion != null: _check( player_depletion.get_world_position().is_equal_approx(bush_event_position), "Player depletion should preserve the resource interaction position" ) var pantry := ( main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry") as StorageNode ) var pantry_state: StorageStateRecord = simulation_manager.get_pantry() player.global_position = pantry.get_interaction_position() player.try_interact() _check( ( is_equal_approx(simulation_manager.village.food, food_before + 1.0) and is_equal_approx( simulation_manager.get_player_state().get_inventory_amount( SimulationIds.RESOURCE_FOOD ), 0.0 ) ), "Depositing at the pantry should move carried food into the village and empty the player" ) var pantry_food_before := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) player.try_interact() _check( ( pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) < pantry_food_before and simulation_manager.get_player_state().get_hunger() < 40.0 ), "Player should eat from the typed pantry StorageNode and ease their hunger" ) pantry_state.deposit(SimulationIds.RESOURCE_FOOD, pantry_state.get_available_capacity()) 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() player.global_position = pantry.get_interaction_position() player.try_interact() _check( ( is_equal_approx(bush_state.get_amount_remaining(), 0.0) and is_equal_approx(pantry_state.get_available_capacity(), 0.0) and is_equal_approx( simulation_manager.get_player_state().get_inventory_amount( SimulationIds.RESOURCE_FOOD ), 1.0 ) ), "Player harvesting into a full pantry should leave the unaccepted overflow carried" ) var guard_site := ( main_scene.get_node("JajceWorld/WorldObjects/ActivitySites/GuardPost") as ActivitySite ) player.global_position = guard_site.get_interaction_position() var adapter := main_scene.get_node("ActiveWorldAdapter") as ActiveWorldAdapter var adapter_identity := adapter.get_context_identity() _check( adapter.configure_context_identity( StringName(adapter_identity["context_id"]), StringName(adapter_identity["world_id"]), StringName(adapter_identity["location_id"]) ), "Activity registry ABA setup should create a clean first registry" ) var guard_context := player.get_interaction_context() as PlayerInteractionResult var stale_safety: float = simulation_manager.village.safety var stale_woodpile := simulation_manager.get_woodpile() as StorageStateRecord var stale_wood: float = stale_woodpile.get_amount(SimulationIds.RESOURCE_WOOD) var stale_event_count: int = simulation_manager.economic_events.size() _check( ( guard_context != null and adapter.configure_context_identity( StringName(adapter_identity["context_id"]), StringName(adapter_identity["world_id"]), StringName(adapter_identity["location_id"]) ) and adapter.get_target_handle(guard_site.site_id) != null and ( adapter.get_target_handle(guard_site.site_id).get_generation() == guard_context.target_generation ) ), "Activity registry replacement should recreate the same visible target generation" ) simulation_manager.update_player_combatant(player.global_position) var stale_result: ActionResult = simulation_manager.execute_player_activity_action( guard_context.action_id, guard_context.target_id, guard_context.expected_state_revision, guard_context.target_generation, guard_context.target_context_id, guard_context.target_registry_instance_id ) var incomplete_result: ActionResult = simulation_manager.execute_player_activity_action( guard_context.action_id, guard_context.target_id ) _check( ( stale_result != null and not stale_result.did_succeed() and stale_result.get_reason_code() == ActivityActionCommandService.REASON_STALE_TARGET and is_equal_approx(simulation_manager.village.safety, stale_safety) and is_equal_approx(stale_woodpile.get_amount(SimulationIds.RESOURCE_WOOD), stale_wood) and simulation_manager.economic_events.size() == stale_event_count and incomplete_result != null and not incomplete_result.did_succeed() and ( incomplete_result.get_reason_code() == ActivityActionCommandService.REASON_STALE_TARGET ) ), ( "A replaced registry and an incomplete direct call must reject without mutating " + "authority" ) ) guard_context = player.get_interaction_context() as PlayerInteractionResult var safety_before: float = simulation_manager.village.safety var woodpile := simulation_manager.get_woodpile() as StorageStateRecord var wood_before := woodpile.get_amount(SimulationIds.RESOURCE_WOOD) var event_count_before: int = simulation_manager.economic_events.size() player.try_interact() var activity_event := simulation_manager.economic_events.back() as EconomicEventRecord _check( ( guard_context != null and guard_context.kind == PlayerInteractionResult.KIND_ACTIVITY and guard_context.action_id == SimulationIds.ACTION_PATROL and guard_context.target_id == guard_site.site_id and guard_context.expected_state_revision == event_count_before and simulation_manager.village.safety > safety_before and is_equal_approx(woodpile.get_amount(SimulationIds.RESOURCE_WOOD), wood_before - 1.0) and simulation_manager.economic_events.size() == event_count_before + 1 and ( StringName(activity_event.data["event_type"]) == SimulationIds.EVENT_ACTIVITY_COMPLETED ) and int(activity_event.data["actor_id"]) == SimulationIds.PLAYER_ACTOR_ID and StringName(activity_event.data["source_id"]) == guard_site.site_id and StringName(activity_event.data["action_id"]) == SimulationIds.ACTION_PATROL and StringName(activity_event.data["metric_id"]) == &"safety" and is_equal_approx(float(activity_event.data["metric_delta"]), 3.0) and StringName(activity_event.data["cost_item_id"]) == SimulationIds.RESOURCE_WOOD and is_equal_approx(float(activity_event.data["cost_amount"]), 1.0) and StringName(activity_event.data["world_id"]) == SimulationIds.REGIONAL_WORLD_BOSNIA and ( StringName(activity_event.data["location_id"]) == SimulationIds.REGIONAL_LOCATION_JAJCE ) and simulation_manager.event_knowledge_system.knows_event( SimulationIds.PLAYER_ACTOR_ID, int(activity_event.data["event_id"]) ) ), ( "Player activity should use the same revisioned command, cost, metric, fact, and " + "knowledge path as NPC work" ) ) var activity_checksum: String = simulation_manager.get_state_checksum() var activity_snapshot: String = simulation_manager.serialize_state() _check( ( simulation_manager.restore_state_from_json(activity_snapshot) and simulation_manager.get_state_checksum() == activity_checksum and simulation_manager.event_knowledge_system.knows_event( SimulationIds.PLAYER_ACTOR_ID, int(activity_event.data["event_id"]) ) ), "Player activity facts and performed knowledge should survive exact save/restore" ) woodpile = simulation_manager.get_woodpile() woodpile.withdraw(SimulationIds.RESOURCE_WOOD, woodpile.get_amount(SimulationIds.RESOURCE_WOOD)) simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_WOOD) var blocked_guard_context := player.get_interaction_context() as PlayerInteractionResult var blocked_guard_safety: float = simulation_manager.village.safety var blocked_guard_events: int = simulation_manager.economic_events.size() player.try_interact() _check( ( blocked_guard_context != null and blocked_guard_context.kind == PlayerInteractionResult.KIND_ACTIVITY and blocked_guard_context.target_id == guard_site.site_id and not blocked_guard_context.is_available() and "wood" in blocked_guard_context.blocked_reason.to_lower() and is_equal_approx(simulation_manager.village.safety, blocked_guard_safety) and simulation_manager.economic_events.size() == blocked_guard_events ), "An unfunded authored activity offer should explain the cost without mutating authority" ) woodpile.deposit(SimulationIds.RESOURCE_WOOD, 1.0) simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_WOOD) var downed_context := player.get_interaction_context() as PlayerInteractionResult var downed_wood := woodpile.get_amount(SimulationIds.RESOURCE_WOOD) var downed_safety: float = simulation_manager.village.safety var downed_event_count: int = simulation_manager.economic_events.size() simulation_manager.get_player_state().take_damage( simulation_manager.get_player_state().get_max_health() ) var downed_result: ActionResult if downed_context != null: downed_result = simulation_manager.execute_player_activity_action( downed_context.action_id, downed_context.target_id, downed_context.expected_state_revision, downed_context.target_generation, downed_context.target_context_id, downed_context.target_registry_instance_id ) _check( ( downed_context != null and downed_context.kind == PlayerInteractionResult.KIND_ACTIVITY and downed_result != null and not downed_result.did_succeed() and is_equal_approx(woodpile.get_amount(SimulationIds.RESOURCE_WOOD), downed_wood) and is_equal_approx(simulation_manager.village.safety, downed_safety) and simulation_manager.economic_events.size() == downed_event_count ), "A downed player must not work, consume cost, mutate metrics, or record a fact" ) 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)