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

131 lines
3.6 KiB
GDScript

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)