6fdb9ba50f
Add 6 new resources: farm_crop_01 (farming), berry_bush_river_02 (river bank), berry_patch_mill_01 (mill foraging), tree_forest_grove_01/02 (deep forest), wood_pile_mill_01 (mill stockpile). Extend tests to 18 resources, >=9 food, >=9 wood, >=6 berry, farming context assertion.
363 lines
13 KiB
GDScript
363 lines
13 KiB
GDScript
extends SceneTree
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var failures: Array[String] = []
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var camera := Camera3D.new()
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camera.current = true
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root.add_child(camera)
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var configured_assets: Terrain3DAssets = load("res://terrain/jajce/assets.tres")
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var configured_texture_count := configured_assets.get_texture_count()
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var world: Node3D = load("res://world/jajce/JajceWorld.tscn").instantiate()
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root.add_child(world)
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await process_frame
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for _frame in 10:
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await physics_frame
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var terrain = world.get_node("TerrainRoot/Terrain3D")
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_check(terrain is Terrain3D, "JajceWorld should own a Terrain3D node")
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_check(
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terrain.data_directory == "res://terrain/jajce/data",
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"Terrain3D should use dedicated Jajce data"
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)
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_check(terrain.collision_mode != 0, "Terrain3D collision should be enabled for gameplay")
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_check(
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not world.has_node("NavigationRegion3D/GreyboxGround"),
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"JajceWorld should not keep the temporary greybox navigation ground"
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)
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_check(
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configured_texture_count == 6,
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(
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"Jajce terrain should define the bounded six-material palette (found %s)"
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% configured_texture_count
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)
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)
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var texture_contract_valid := true
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for texture_index in configured_texture_count:
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var texture_asset: Terrain3DTextureAsset = configured_assets.get_texture(texture_index)
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texture_contract_valid = (
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texture_contract_valid
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and texture_asset.albedo_texture != null
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and texture_asset.normal_texture != null
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and texture_asset.albedo_texture.get_image().has_mipmaps()
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and texture_asset.normal_texture.get_image().has_mipmaps()
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)
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_check(
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texture_contract_valid,
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"All Terrain3D texture assets should provide matching mipmapped maps"
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)
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_check(
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absf(terrain.data.get_height(Vector3.ZERO)) < 0.1,
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"Central gameplay area should remain level for current navigation"
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)
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_check(
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terrain.data.get_height(Vector3(-72, 0, 18)) > 10.0,
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"Authored terrain should raise the western fortress ridge"
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)
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_check(world.has_node("WaterRoot"), "JajceWorld should expose WaterRoot")
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_check(world.has_node("VillageRoot"), "JajceWorld should expose VillageRoot")
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_check(world.has_node("FoliageRoot"), "JajceWorld should expose FoliageRoot")
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_check(
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world.get_node("FoliageRoot").get_child_count() >= 10,
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"JajceWorld should include restrained authored foliage clusters"
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)
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_check(world.has_node("FortressBlockout"), "JajceWorld should include the fortress landmark")
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_check(world.has_node("WaterRoot/WaterfallBody"), "WaterRoot should include a waterfall drop")
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_check(
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world.has_node("WaterRoot/WaterfallMist"),
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"WaterRoot should include waterfall mist particles"
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)
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var waterfall_mist: GPUParticles3D = world.get_node("WaterRoot/WaterfallMist")
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_check(
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waterfall_mist.draw_pass_1 != null,
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"Waterfall mist particles should have visible billboard geometry"
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)
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_check(world.has_node("WaterRoot/RiverSurface"), "WaterRoot should include a river surface")
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var environment: Environment = (
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(world.get_node("WorldEnvironment") as WorldEnvironment).environment
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)
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_check(
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environment.fog_enabled and environment.sky != null,
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"Jajce environment should provide sky and restrained valley fog"
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)
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_check(
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environment.glow_enabled
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and environment.volumetric_fog_enabled
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and environment.adjustment_enabled,
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"WorldEnvironment should provide bounded glow, depth haze, and color grading"
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)
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_check(
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world.has_node("VillageRoot/Mill") and world.has_node("VillageRoot/Bridge"),
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"VillageRoot should include the mill and bridge blockouts"
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)
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var smoke_count := 0
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for suffix in ["House_01", "House_02", "House_03"]:
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if world.has_node("VillageRoot/%s/Smoke" % suffix):
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var smoke: GPUParticles3D = world.get_node("VillageRoot/%s/Smoke" % suffix)
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if smoke.draw_pass_1 == null:
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continue
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smoke_count += 1
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_check(
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smoke_count >= 2,
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"At least two houses should have chimney smoke particles (found %s)" % smoke_count
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)
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var lookdev: Node3D = load("res://world/jajce/JajceLookdev.tscn").instantiate()
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_check(lookdev.has_node("JajceWorld"), "Lookdev should instance JajceWorld")
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_check(lookdev.has_node("BeautyCamera"), "Lookdev should provide a beauty camera")
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lookdev.free()
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var resources := world.get_node("WorldObjects/ResourceNodes").get_children()
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var ids: Array[String] = []
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for resource in resources:
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ids.append(String((resource as ResourceNode).node_id))
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ids.sort()
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_check(
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ids
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== [
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"animal_camp_01",
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"animal_camp_river_01",
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"berry_bush_01",
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"berry_bush_02",
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"berry_bush_river_02",
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"berry_patch_mill_01",
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"berry_patch_river_01",
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"berry_patch_south_01",
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"farm_crop_01",
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"tree_01",
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"tree_02",
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"tree_forest_grove_01",
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"tree_forest_grove_02",
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"tree_north_outskirts_01",
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"tree_river_resource_01",
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"tree_south_edge_01",
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"wood_pile_mill_01",
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"wood_pile_village_01"
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],
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"Jajce resources should preserve all stable and discoverable IDs"
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)
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var metadata_valid := true
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var food_count := 0
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var wood_count := 0
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var animal_context_count := 0
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var berry_context_count := 0
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var village_context_count := 0
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var outskirt_context_count := 0
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var farming_context_count := 0
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for resource in resources:
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var node := resource as ResourceNode
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var id := String(node.node_id)
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if node.resource_id == SimulationIds.RESOURCE_FOOD:
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food_count += 1
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if node.resource_id == SimulationIds.RESOURCE_WOOD:
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wood_count += 1
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if id.begins_with("animal_camp"):
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animal_context_count += 1
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if id.begins_with("berry_"):
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berry_context_count += 1
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if id.contains("_village_"):
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village_context_count += 1
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if id.contains("_outskirts_") or id.contains("_edge_") or id.contains("_river_"):
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outskirt_context_count += 1
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if id.begins_with("farm_"):
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farming_context_count += 1
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metadata_valid = (
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metadata_valid
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and node.comfort_distance > 0.0
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and node.safety_risk >= 0.0
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and node.safety_risk <= 1.0
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)
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_check(metadata_valid, "Jajce resources should define discovery metadata")
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_check(food_count >= 9, "Jajce should expose at least nine finite food resources")
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_check(wood_count >= 9, "Jajce should expose at least nine finite wood resources")
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_check(animal_context_count >= 2, "Jajce food discovery should include animal-camp contexts")
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_check(berry_context_count >= 6, "Jajce food discovery should include berry contexts")
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_check(village_context_count >= 1, "Jajce discovery should include at least one village stockpile")
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_check(outskirt_context_count >= 4, "Jajce discovery should include outskirts/river contexts")
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_check(farming_context_count >= 1, "Jajce food discovery should include farming contexts")
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_check(world.has_node("WorldObjects/StorageSites"), "JajceWorld should expose StorageSites")
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var pantry := world.get_node("WorldObjects/StorageSites/VillagePantry") as StorageNode
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_check(pantry != null, "JajceWorld should include a typed VillagePantry StorageNode")
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_check(
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pantry.storage_id == SimulationIds.STORAGE_VILLAGE_PANTRY,
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"VillagePantry should preserve the stable storage ID"
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)
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_check(
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not world.has_node("LegacyActivityMarkers/PantryMarker"),
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"Pantry should no longer be a legacy activity marker"
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)
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_check(
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not world.has_node("LegacyActivityMarkers"),
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"JajceWorld should no longer expose legacy activity markers"
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)
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var activity_root := world.get_node("WorldObjects/ActivitySites")
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var activity_ids: Array[String] = []
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for site in activity_root.get_children():
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activity_ids.append(String((site as ActivitySite).site_id))
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activity_ids.sort()
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_check(
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activity_ids == ["guard_post", "rest_bench", "study_desk"],
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"Jajce activity sites should preserve stable semantic IDs"
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)
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var navigation_region := world.get_node("NavigationRegion3D") as NavigationRegion3D
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var navigation_map: RID = NavigationServer3D.region_get_map(navigation_region.get_rid())
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_check(navigation_map.is_valid(), "Jajce navigation region should be assigned to a map")
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_check(
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navigation_region.navigation_mesh.get_polygon_count() > 0,
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"Jajce navigation mesh should contain baked polygons"
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)
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_check(
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navigation_region.navigation_mesh.resource_path == "res://world/jajce/JajceNavigationMesh.tres",
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"Jajce navigation should use the Terrain3D-derived baked mesh resource"
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)
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await _wait_for_navigation_map(navigation_map)
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NavigationServer3D.map_force_update(navigation_map)
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var origins := [Vector3(-6, 0, -4), Vector3(0, 0, 0), Vector3(6, 0, 4)]
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var destinations: Array[Vector3] = []
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for resource in resources:
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destinations.append((resource as ResourceNode).interaction_point.global_position)
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destinations.append(pantry.get_interaction_position())
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for site in activity_root.get_children():
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destinations.append((site as ActivitySite).get_interaction_position())
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for origin in origins:
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for destination in destinations:
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var path := NavigationServer3D.map_get_path(navigation_map, origin, destination, true)
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_check(
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not path.is_empty(),
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"Jajce navigation path should exist from %s to %s" % [origin, destination]
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)
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_check_path_tracks_terrain(
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terrain, path, "Jajce navigation path should track Terrain3D height"
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)
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_check_path_reaches_destination(
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path, destination, "Jajce navigation path should reach its requested target"
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)
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var adapter := ActiveWorldAdapter.new()
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adapter.pantry_storage = pantry
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root.add_child(adapter)
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var food_candidates := adapter.get_resource_candidates(SimulationIds.ACTION_GATHER_FOOD)
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_check(food_candidates.size() >= 9, "Adapter should expose all authored food candidates")
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var candidate_metadata_valid := true
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for candidate in food_candidates:
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candidate_metadata_valid = (
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candidate_metadata_valid
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and candidate.has_all(
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[
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"target_id",
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"position",
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"resource_id",
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"safety_risk",
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"comfort_distance",
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"discovery_priority"
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]
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)
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)
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_check(candidate_metadata_valid, "Adapter resource facts should include discovery metadata")
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var manager: Node = load("res://simulation/SimulationManager.gd").new()
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manager.debug_logs = false
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manager.active_world_adapter = adapter
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root.add_child(manager)
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manager.set_process(false)
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await process_frame
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var npc: SimNPC = manager.npcs[0]
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npc.set_task(SimulationIds.ACTION_GATHER_FOOD)
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_check(
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manager.resolve_npc_target(npc.id, Vector3.ZERO),
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"Target resolver should find Jajce resources without a parent path"
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)
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_check(
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npc.target_id != &"animal_camp_river_01",
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"Target resolver should not choose the far risky animal camp while safer food exists"
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)
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var selected := ResourceNode.get_by_id(npc.target_id)
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if selected != null:
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var selected_state: ResourceStateRecord = manager.get_resource_state(selected.node_id)
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_check(
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selected_state.get_reserved_by() == npc.id,
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"Selected Jajce resource should be authoritatively reserved"
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)
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manager.release_resource(selected.node_id, npc.id)
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var storage_target := adapter.get_activity_target(SimulationIds.ACTION_WITHDRAW_FOOD)
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_check(
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storage_target.get("target_id", "") == String(SimulationIds.STORAGE_VILLAGE_PANTRY),
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"Storage actions should target the typed pantry's stable ID"
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)
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var storage_target_position: Vector3 = storage_target.get("position", Vector3(9999, 9999, 9999))
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_check(
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storage_target_position.distance_to(pantry.get_interaction_position()) < 0.01,
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"Storage actions should use the pantry StorageNode interaction point"
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)
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var rest_target := adapter.get_activity_target(SimulationIds.ACTION_REST)
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_check(
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rest_target.get("target_id", "") == "rest_bench",
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"Rest should target the typed RestBench ActivitySite"
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)
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if failures.is_empty():
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print(
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"[TEST] Jajce scaffold passed: Terrain3D, scattered resources, typed sites"
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)
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quit(0)
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return
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for failure in failures:
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push_error("[TEST] " + failure)
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quit(1)
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func _wait_for_navigation_map(navigation_map: RID) -> void:
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for attempt in 30:
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if (
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NavigationServer3D.map_get_iteration_id(navigation_map) > 0
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and not NavigationServer3D.map_get_regions(navigation_map).is_empty()
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):
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await physics_frame
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return
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await physics_frame
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_check(false, "Jajce navigation map did not synchronize within 30 physics frames")
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func _check(condition: bool, message: String) -> void:
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if not condition:
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failures.append(message)
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func _check_path_tracks_terrain(terrain: Terrain3D, path: PackedVector3Array, message: String) -> void:
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if path.is_empty():
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return
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for point in path:
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var terrain_height: float = terrain.data.get_height(point)
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if is_nan(terrain_height):
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failures.append("%s: missing terrain height at %s" % [message, point])
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return
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if absf(point.y - terrain_height) > 0.85:
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failures.append(
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"%s: path point %s is too far from terrain height %.2f"
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% [message, point, terrain_height]
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)
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return
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func _check_path_reaches_destination(path: PackedVector3Array, destination: Vector3, message: String) -> void:
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if path.is_empty():
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return
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var final_point := path[path.size() - 1]
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var final_xz := Vector2(final_point.x, final_point.z)
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var destination_xz := Vector2(destination.x, destination.z)
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if final_xz.distance_to(destination_xz) > 1.5:
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failures.append(
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"%s: final path point %s is too far from %s"
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% [message, final_point, destination]
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)
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