extends SceneTree var failures: Array[String] = [] func _initialize() -> void: call_deferred("_run") func _run() -> void: var clock := SimulationClock.new(1.0) _check(clock.advance(0.4) == 0, "Clock should not tick before its interval") _check(clock.advance(0.6) == 1, "Clock should emit one tick at its interval") _check(clock.advance(2.4) == 2, "Clock should preserve remainder across multiple ticks") _check(clock.elapsed_ticks == 3, "Clock should track elapsed simulation ticks") var first := _run_scenario(424242) var second := _run_scenario(424242) var different := _run_scenario(424243) _check(first == second, "The same seed and commands should produce the same checksum") _check(first != different, "A different seed should change the scenario checksum") if failures.is_empty(): print("[TEST] Deterministic simulation passed | checksum=", first) quit(0) return for failure in failures: push_error("[TEST] " + failure) quit(1) func _run_scenario(seed_value: int) -> String: var manager: Node = load("res://simulation/SimulationManager.gd").new() manager.simulation_seed = seed_value manager.debug_logs = false root.add_child(manager) manager.set_process(false) for step in 24: manager.simulate_tick() for npc in manager.npcs: if npc.task_state == SimNPC.TASK_STATE_TRAVELING: manager.notify_npc_arrived(npc.id) var snapshot: Dictionary = manager.get_state_snapshot() snapshot.erase("seed") var checksum := JSON.stringify(snapshot).sha256_text() manager.free() return checksum func _check(condition: bool, message: String) -> void: if not condition: failures.append(message)