Files
gamedev-the-steward/tests/foliage_interaction_test.gd
T

211 lines
6.8 KiB
GDScript

extends SceneTree
const Controller := preload("res://world/jajce/GrassInteractionController.gd")
var failures: Array[String] = []
class RestoreSource:
extends Node
signal state_restored
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_check_trail_lifecycle()
await _check_loaded_binding()
if failures.is_empty():
print("Foliage interaction checks passed")
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func _check_trail_lifecycle() -> void:
var field := FoliageTrailMap.new()
var positions: Dictionary[int, Vector3] = {1: Vector3(0.25, 0, 0.25)}
field.advance(0.08, Vector3.ZERO, positions)
positions[1] = Vector3(2.25, 0, 0.25)
field.advance(0.08, Vector3.ZERO, positions)
_check(_sample(field, Vector2(1.25, 0.25)).b > 0.9, "Walking should leave a continuous trail")
_check(
_sample(field, Vector2(1.25, 0.75)).g > 0 and _sample(field, Vector2(1.25, -0.25)).g < 0,
"The two sides of a trail should bend away from the travelled line"
)
positions[1] = Vector3(18.25, 0, 0.25)
field.advance(0.08, Vector3.ZERO, positions)
_check(_sample(field, Vector2(10.25, 0.25)).b == 0, "Teleports must not paint connecting lines")
_check(
_sample(field, Vector2(18.25, 0.25)).b > 0.9,
"Teleported actors still press their destination"
)
field.advance(0.08, Vector3(1, 0, 1), {})
_check(
_sample(field, Vector2(1.25, 0.25)).b > 0.8,
"Camera movement must keep trails in world space"
)
field.advance(4.0, Vector3.ZERO, {})
var recovering := _sample(field, Vector2(1.25, 0.25)).b
_check(recovering > 0.1 and recovering < 0.6, "Abandoned trails should gradually recover")
field.advance(4.1, Vector3.ZERO, {})
_check(
(field.get("_cells") as Dictionary).is_empty(),
"Recovered trails should release sparse history"
)
positions[1] = Vector3(0.25, 6, 0.25)
field.advance(0.08, Vector3.ZERO, positions)
var elevated := _sample(field, Vector2(0.25, 0.25))
_check(
is_equal_approx(elevated.a / elevated.b, 6.0),
"Foot height must reach the shader for bridge rejection"
)
field.advance(0.08, Vector3(300, 0, 300), {})
_check((field.get("_cells") as Dictionary).is_empty(), "Off-window trails must be discarded")
positions[1] = Vector3(2.25, 0, 0.25)
field.advance(0.08, Vector3.ZERO, positions)
_check(
_sample(field, Vector2(1.25, 0.25)).b == 0,
"Re-entering actors must not connect to stale positions"
)
field.clear()
_check(_sample(field, Vector2(2.25, 0.25)).b == 0, "Reset must clear the uploaded field")
_check(
(field.get("_previous_positions") as Dictionary).is_empty(),
"Reset must discard actor history"
)
func _check_loaded_binding() -> void:
var stage := Node3D.new()
root.add_child(stage)
var camera := Camera3D.new()
stage.add_child(camera)
camera.current = true
var simulation := RestoreSource.new()
simulation.name = "SimulationManager"
stage.add_child(simulation)
var world := Node3D.new()
stage.add_child(world)
var terrain := Node3D.new()
world.add_child(terrain)
var patch := (
load("res://world/jajce/StylizedBerryPatch.tscn").instantiate() as StylizedBerryPatch
)
world.add_child(patch)
patch.scale = Vector3(1.2, 0.8, 1.1)
patch.rotation.y = 0.6
var controller := Controller.new()
controller.grass_material = (
load("res://world/jajce/materials/cozy_grass_material.tres").duplicate(true)
)
terrain.add_child(controller)
var foreign := Node3D.new()
root.add_child(foreign)
foreign.add_to_group("grass_interactors")
var actors: Array[Node3D] = []
for index in 12:
var actor := Node3D.new()
stage.add_child(actor)
actor.position.x = 1.0 + index
actor.add_to_group("grass_interactors")
actors.append(actor)
await process_frame
controller.set_process(false)
controller.call("_refresh_interactors", 0.08)
var material := controller.grass_material
var positions: PackedVector3Array = material.get_shader_parameter("interactor_positions")
_check(
int(material.get_shader_parameter("interactor_count")) == 8,
"Contact work must respect the eight-actor cap"
)
_check(
positions[0] == actors[0].position,
"A closer actor in another scene container must be rejected"
)
_check(
bool(material.get_shader_parameter("foliage_trails_enabled")),
"Loaded grass must enable its trail field"
)
var leaves := patch.get_node("Leaves") as MultiMeshInstance3D
var berries := patch.get_node("Berries") as MultiMeshInstance3D
var leaf_material := leaves.multimesh.mesh.surface_get_material(0) as ShaderMaterial
var berry_material := berries.multimesh.mesh.surface_get_material(0) as ShaderMaterial
_check(
(
(
leaf_material.get_shader_parameter("foliage_trail_map")
== material.get_shader_parameter("foliage_trail_map")
)
and (
berry_material.get_shader_parameter("foliage_trail_map")
== material.get_shader_parameter("foliage_trail_map")
)
),
"Bush leaves, berries and meadow must use the same world-local footprint field"
)
var visible_berries := patch.get_visible_berry_count()
actors[0].hide()
controller.primary_interactor_path = controller.get_path_to(actors.back())
controller.max_interactors = 4
controller.call("_refresh_interactors", 0.12)
positions = material.get_shader_parameter("interactor_positions")
_check(
(
int(material.get_shader_parameter("interactor_count")) == 4
and positions[0].x == 12
and positions[1].x == 2
),
"Balanced must reserve the primary actor slot, cap actors and ignore hidden visuals"
)
simulation.state_restored.emit()
_check(
not bool(material.get_shader_parameter("foliage_trails_enabled")),
"Successful restores must clear visual trails immediately"
)
controller.set_interaction_enabled(false)
_check(not controller.is_processing(), "Low quality must stop interaction updates")
_check(
not bool(leaf_material.get_shader_parameter("foliage_trails_enabled")),
"Low quality must release bushes as well as grass"
)
_check(
int(material.get_shader_parameter("interactor_count")) == 0,
"Low quality must clear direct contacts"
)
_check(
patch.get_visible_berry_count() == visible_berries,
"Contact bending must not change resource presentation amounts"
)
controller.set_interaction_enabled(true)
controller.call("_refresh_interactors", 0.08)
_check(
bool(berry_material.get_shader_parameter("foliage_trails_enabled")),
"Bush interaction must resume after Low quality"
)
var other_field := FoliageTrailMap.new()
_check(
other_field.texture != material.get_shader_parameter("foliage_trail_map"),
"Each world must own a distinct trail texture"
)
foreign.free()
stage.free()
await process_frame
func _sample(field: FoliageTrailMap, position: Vector2) -> Color:
var image := field.get("_image") as Image
var pixel := Vector2i(
(position - Vector2(field.world_rect.x, field.world_rect.y)) / field.CELL_SIZE
)
return image.get_pixelv(pixel)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)