Files
gamedev-the-steward/tests/player_citizen_loop_test.gd

171 lines
5.2 KiB
GDScript

extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager := _create_manager(913)
manager.set_process(false)
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
pantry.deposit(SimulationIds.RESOURCE_FOOD, 2.0)
manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
var berry := ResourceNode.new()
berry.name = "CitizenBerry"
berry.node_id = &"citizen_berry"
berry.action_id = SimulationIds.ACTION_GATHER_FOOD
berry.resource_id = SimulationIds.RESOURCE_FOOD
berry.initial_amount = 2.0
berry.yield_per_action = 1.0
berry.debug_label_enabled = false
var interaction_point := Marker3D.new()
interaction_point.name = "InteractionPoint"
interaction_point.position = Vector3.ZERO
berry.add_child(interaction_point)
root.add_child(berry)
await process_frame
_check(
manager.register_resource_node(berry),
"Player citizen test should bind a real finite ResourceNode"
)
var initial_hunger: float = manager.get_player_state().get_hunger()
manager.simulate_tick()
_check(
is_equal_approx(manager.get_player_state().get_hunger(), initial_hunger + 0.125),
"Player hunger should advance deterministically on each simulation tick"
)
_check(
is_equal_approx(manager.get_player_state().get_energy(), 100.0 - 0.0625),
"Player energy should drain by an exact binary fraction each tick"
)
_check(
is_equal_approx(manager.harvest_resource_node(berry), 1.0),
"The player should carry the first finite yield"
)
_check(
is_equal_approx(manager.harvest_resource_node(berry), 1.0),
"The player should carry the second finite yield"
)
_check(
is_equal_approx(
manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD), 2.0
),
"Carried player food should be conserved across harvests"
)
var food_before: float = manager.get_player_state().get_hunger()
_check(manager.eat_player_food(), "The player should eat carried food")
_check(
(
is_equal_approx(manager.get_player_state().get_hunger(), maxf(food_before - 55.0, 0.0))
and is_equal_approx(
manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD), 1.0
)
),
"Eating carried food should ease hunger and consume exactly one unit"
)
_check(
is_equal_approx(manager.deposit_player_inventory(SimulationIds.RESOURCE_FOOD), 1.0),
"The player should deposit the remaining carried food"
)
_check(
(
is_equal_approx(
manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD), 0.0
)
and is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 3.0)
),
"Deposit should move carried food into the pantry without creating or destroying it"
)
var food_before_pantry: float = pantry.get_amount(SimulationIds.RESOURCE_FOOD)
var hunger_before: float = manager.get_player_state().get_hunger()
_check(manager.eat_player_food(), "The player should eat from the pantry when carrying nothing")
_check(
(
is_equal_approx(
pantry.get_amount(SimulationIds.RESOURCE_FOOD), food_before_pantry - 1.0
)
and is_equal_approx(
manager.get_player_state().get_hunger(), maxf(hunger_before - 55.0, 0.0)
)
),
"Pantry eating should consume one village food and ease player hunger"
)
manager.simulate_tick()
var mid_hunger: float = manager.get_player_state().get_hunger()
var saved_json: String = manager.serialize_state()
var restored := _create_manager(914)
_check(
restored.restore_state_from_json(saved_json),
"Player state should survive schema-v13 save and restore"
)
_check(
(
restored.get_state_checksum() == manager.get_state_checksum()
and is_equal_approx(restored.get_player_state().get_hunger(), mid_hunger)
),
"Restore should preserve the deterministic player needs and checksum"
)
restored.free()
var v12_data: Dictionary = manager.create_state_record().to_dictionary()
v12_data["schema_version"] = SimulationStateRecord.PLAYER_NEEDS_SCHEMA_VERSION
v12_data.erase("player")
var migrated := SimulationStateRecord.from_dictionary(v12_data)
_check(
(
migrated != null
and migrated.player != null
and is_equal_approx(migrated.player.get_hunger(), 40.0)
and is_equal_approx(migrated.player.get_energy(), 100.0)
and migrated.player.get_carried_total() == 0.0
),
"World schema v12 should migrate to v13 with a fresh default player record"
)
berry.queue_free()
manager.free()
_finish()
func _create_manager(seed_value: int = 913) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
manager.home_positions = home_positions
root.add_child(manager)
manager.set_process(false)
return manager
func _finish() -> void:
if failures.is_empty():
print("[TEST] Player citizen loop passed: needs -> carry -> eat -> deposit")
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)