extends SceneTree var failures: Array[String] = [] func _initialize() -> void: call_deferred("_run") func _run() -> void: var main_scene: Node = load("res://main.tscn").instantiate() root.add_child(main_scene) await process_frame await physics_frame var simulation_manager: Node = main_scene.get_node("SimulationManager") simulation_manager.set_process(false) _check(simulation_manager.npcs.size() == 3, "Baseline should create three NPCs") _check( main_scene.has_node("JajceWorld/TerrainRoot/Terrain3D"), "Playable runtime should instance the Jajce Terrain3D world" ) var terrain: Terrain3D = main_scene.get_node("JajceWorld/TerrainRoot/Terrain3D") _check( terrain.get_camera() == main_scene.get_node("CameraRig/Camera3D"), "Runtime Terrain3D should bind to the gameplay camera" ) _check( ( not main_scene.has_node("World") and not main_scene.has_node("ResourceNodes") and not main_scene.has_node("ActivityMarkers") ), "Runtime should not retain duplicate flat-world objects" ) var resource_root := main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes") _check(resource_root.get_child_count() == 4, "Runtime should contain four Jajce ResourceNodes") _check( simulation_manager.resource_states.size() == 4, "Simulation authority should bind all four Jajce resources" ) var navigation_map: RID = main_scene.get_world_3d().navigation_map await _wait_for_navigation_map(navigation_map) NavigationServer3D.map_force_update(navigation_map) var fixed_origins := [Vector3(-6.0, 0.0, -4.0), Vector3(0.0, 0.0, 0.0), Vector3(6.0, 0.0, 4.0)] var destinations: Array[Vector3] = [] for marker_path in [ "JajceWorld/LegacyActivityMarkers/PantryMarker", "JajceWorld/LegacyActivityMarkers/GuardZone", "JajceWorld/LegacyActivityMarkers/StudyZone", "JajceWorld/LegacyActivityMarkers/RestZone" ]: destinations.append(main_scene.get_node(marker_path).global_position) for resource in resource_root.get_children(): destinations.append((resource as ResourceNode).interaction_point.global_position) for origin in fixed_origins: for destination in destinations: var path := NavigationServer3D.map_get_path(navigation_map, origin, destination, true) _check( not path.is_empty(), "Navigation path should exist from %s to %s" % [origin, destination] ) var village := SimVillage.new() var worker := SimNPC.new(100, "BaselineWorker", SimulationIds.PROFESSION_SCHOLAR, 5.0, 5.0) worker.set_task(SimulationIds.ACTION_STUDY, 2.0) worker.start_working() var executor := ActionExecutionSystem.new() executor.advance_npc(worker, village) executor.advance_npc(worker, village) _check(worker.task_complete, "A two-tick working task should complete") var starving := SimNPC.new(101, "BaselineStarving", SimulationIds.PROFESSION_WANDERER, 5.0, 5.0) starving.hunger = 100.0 starving.starvation_death_threshold = 1 executor.advance_npc(starving, village) _check(starving.is_dead, "Starvation threshold should still kill an NPC") if failures.is_empty(): print("[TEST] Jajce runtime passed: 3 NPCs, 4 resources, 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, "Navigation map did not synchronize within 30 physics frames") func _check(condition: bool, message: String) -> void: if not condition: failures.append(message)