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") 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 safety_before: float = simulation_manager.village.safety player.try_interact() _check( simulation_manager.village.safety > safety_before, "Player should help guard from the typed GuardPost ActivitySite" ) 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)