203 lines
6.3 KiB
GDScript
203 lines
6.3 KiB
GDScript
extends SceneTree
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var failures: Array[String] = []
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var opened_quest_ids: Array[int] = []
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var expired_quest_ids: Array[int] = []
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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 manager := _create_manager()
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manager.player_quest_opened.connect(_on_quest_opened)
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manager.player_quest_expired.connect(_on_quest_expired)
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var berry := _register_resource(manager, &"talk_berry_bush")
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var actor: SimNPC = manager.npcs[0]
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var interested: SimNPC = manager.npcs[2]
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_set_pantry_amount(manager, 1.0)
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for npc in manager.npcs:
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npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
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actor.position = Vector3.ZERO
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interested.position = Vector3(4.0, 0.0, 0.0)
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actor.hunger = 60.0
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interested.hunger = 90.0
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manager.economy.withdraw_to_inventory(actor, SimulationIds.RESOURCE_FOOD, 1.0)
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var opportunity: OpportunityStateRecord = manager.get_active_opportunity()
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_check(
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opportunity != null and opportunity.get_interested_npc_id() == interested.id,
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"The talk proof needs an open need owned by the inspected villager",
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)
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if opportunity == null:
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berry.free()
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manager.free()
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_finish()
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return
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var talk: PlayerTalkResult = manager.get_villager_talk(interested.id)
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_check(
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(
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talk != null
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and talk.npc_id == interested.id
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and talk.npc_name == interested.npc_name
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and talk.has_need
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and talk.can_accept
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and interested.npc_name in talk.greeting
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),
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"Talking should greet the villager and surface their real need",
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)
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var checksum_before: String = manager.get_state_checksum()
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var accepted: PlayerQuestRecord = manager.accept_villager_request(interested.id)
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print(
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" debug accepted=",
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accepted,
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" opened=",
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opened_quest_ids,
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" active=",
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manager.get_active_player_quest(),
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" checksum_same=",
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manager.get_state_checksum() == checksum_before,
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" resolved=",
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manager.get_player_standing().get_resolved_needs(),
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)
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_check(
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(
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accepted != null
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and accepted.is_open()
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and accepted.get_requester_npc_id() == interested.id
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and opened_quest_ids == [accepted.get_quest_id()]
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and manager.get_state_checksum() == checksum_before
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and manager.get_player_standing().get_resolved_needs() == 0
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),
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"Accepting a request should surface the same open quest without granting standing yet",
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)
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var accepted_again: PlayerQuestRecord = manager.accept_villager_request(interested.id)
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_check(
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accepted_again != null and accepted_again.get_quest_id() == accepted.get_quest_id(),
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"Re-accepting should not duplicate the open quest",
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)
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var carry_state: PlayerStateRecord = manager.get_player_state()
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carry_state.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
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var deposited: float = manager.player_deposit(SimulationIds.RESOURCE_FOOD)
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_check(
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(
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is_equal_approx(deposited, 1.0)
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and manager.get_active_player_quest() == null
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and manager.get_player_standing().get_resolved_needs() == 1
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),
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"Completing the accepted request through a real deposit should resolve it",
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)
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var declined := _create_manager(904)
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declined.player_quest_opened.connect(_on_quest_opened)
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declined.player_quest_expired.connect(_on_quest_expired)
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var berry2 := _register_resource(declined, &"talk_berry_bush_2")
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var actor2: SimNPC = declined.npcs[0]
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var interested2: SimNPC = declined.npcs[2]
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_set_pantry_amount(declined, 1.0)
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for npc in declined.npcs:
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npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
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actor2.position = Vector3.ZERO
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interested2.position = Vector3(4.0, 0.0, 0.0)
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actor2.hunger = 60.0
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interested2.hunger = 90.0
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declined.economy.withdraw_to_inventory(actor2, SimulationIds.RESOURCE_FOOD, 1.0)
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var declined_quest: PlayerQuestRecord = declined.get_active_player_quest()
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_check(declined_quest != null, "The decline branch needs an open quest")
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if declined_quest == null:
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berry.free()
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berry2.free()
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manager.free()
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declined.free()
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_finish()
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return
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var gratitude_before: float = declined.get_player_standing().get_gratitude(interested2.id)
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var refused: PlayerQuestRecord = declined.decline_villager_request(interested2.id)
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_check(
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(
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refused != null
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and refused.get_quest_id() == declined_quest.get_quest_id()
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and expired_quest_ids.has(declined_quest.get_quest_id())
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and declined.get_active_player_quest() == null
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and declined.get_player_standing().get_gratitude(interested2.id) <= gratitude_before
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),
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"Declining a personal request should close the quest without granting gratitude",
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)
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berry.free()
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berry2.free()
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manager.free()
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declined.free()
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_finish()
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func _register_resource(manager: Node, node_id: StringName) -> ResourceNode:
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var node := ResourceNode.new()
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node.name = "TalkResource"
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node.node_id = node_id
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node.action_id = SimulationIds.ACTION_GATHER_FOOD
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node.resource_id = SimulationIds.RESOURCE_FOOD
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node.initial_amount = 2.0
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node.yield_per_action = 2.0
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node.debug_label_enabled = false
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var interaction_point := Marker3D.new()
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interaction_point.name = "InteractionPoint"
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node.add_child(interaction_point)
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root.add_child(node)
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_check(
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manager.register_resource_node(node),
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"The talk proof should bind a real finite food ResourceNode"
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)
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return node
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func _create_manager(seed_value: int = 901) -> Node:
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var manager: Node = load("res://simulation/SimulationManager.gd").new()
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manager.simulation_seed = seed_value
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manager.debug_logs = false
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var home_positions: Array[Vector3] = [
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Vector3(0.0, 0.0, 0.0),
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Vector3(2.0, 0.0, 0.0),
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Vector3(10.0, 0.0, 0.0),
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Vector3(12.0, 0.0, 0.0),
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Vector3(30.0, 0.0, 30.0),
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Vector3(40.0, 0.0, 40.0),
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]
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manager.home_positions = home_positions
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root.add_child(manager)
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manager.set_process(false)
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return manager
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func _set_pantry_amount(manager: Node, amount: float) -> void:
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var pantry: StorageStateRecord = manager.get_pantry()
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pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
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pantry.deposit(SimulationIds.RESOURCE_FOOD, amount)
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manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
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func _on_quest_opened(quest: PlayerQuestRecord) -> void:
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opened_quest_ids.append(quest.get_quest_id())
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func _on_quest_expired(quest: PlayerQuestRecord) -> void:
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expired_quest_ids.append(quest.get_quest_id())
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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 _finish() -> void:
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if failures.is_empty():
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print("[TEST] Player talk and personal negotiation passed")
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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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