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

206 lines
6.5 KiB
GDScript

extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager := _create_manager()
var witness: SimNPC = manager.npcs[0]
var hungry_witness: SimNPC = manager.npcs[1]
var distant: SimNPC = manager.npcs[2]
witness.hunger = 20.0
hungry_witness.hunger = 85.0
witness.position = Vector3(4.0, 0.0, 0.0)
hungry_witness.position = Vector3(5.0, 0.0, 0.0)
distant.position = Vector3(40.0, 0.0, 0.0)
var berry := ResourceNode.new()
berry.name = "PlayerSocialBerry"
berry.node_id = &"player_social_berry"
berry.action_id = SimulationIds.ACTION_GATHER_FOOD
berry.resource_id = SimulationIds.RESOURCE_FOOD
berry.initial_amount = 1.0
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 supply test should bind a real finite ResourceNode"
)
_check(
is_equal_approx(manager.harvest_resource_node(berry), 1.0),
"Player harvesting should carry the real finite yield"
)
var carried_food: float = manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
)
_check(
is_equal_approx(carried_food, 1.0),
"Player harvesting should move the yield into carried player inventory"
)
_check(
is_equal_approx(manager.deposit_player_inventory(SimulationIds.RESOURCE_FOOD), 1.0),
"Player deposit should supply the real pantry"
)
var supply_event := _latest_event_of_type(manager, SimulationIds.EVENT_STORAGE_DEPOSITED)
var supply_event_id := int(supply_event.data["event_id"])
_check(
(
int(supply_event.data["actor_id"]) == SimulationIds.PLAYER_ACTOR_ID
and (StringName(supply_event.data["source_id"]) == SimulationIds.PLAYER_INVENTORY_ID)
and (
StringName(supply_event.data["destination_id"])
== SimulationIds.STORAGE_VILLAGE_PANTRY
)
),
"The player supply should be recorded as a pantry food deposit from player inventory"
)
_check(
(
manager.npc_knows_event(witness.id, supply_event_id)
and manager.npc_knows_event(hungry_witness.id, supply_event_id)
and not manager.npc_knows_event(distant.id, supply_event_id)
),
"Nearby living villagers should witness the player restock while distant ones stay unaware"
)
var calm_relationship: RelationshipStateRecord = manager.relationship_system.get_relationship(
witness.id, SimulationIds.PLAYER_ACTOR_ID
)
_check(
calm_relationship == null, "A non-hungry witness should not gain trust toward the player"
)
var hungry_relationship: RelationshipStateRecord = manager.relationship_system.get_relationship(
hungry_witness.id, SimulationIds.PLAYER_ACTOR_ID
)
_check(
(
hungry_relationship != null
and is_equal_approx(hungry_relationship.get_familiarity(), 0.5)
and is_equal_approx(hungry_relationship.get_trust(), 0.65)
and hungry_relationship.get_last_trust_cause_event_id() == supply_event_id
),
"A hungry witness should gain directed trust toward the player from the real supply event"
)
var saved_json: String = manager.serialize_state()
var restored := _create_manager(902)
_check(
restored.restore_state_from_json(saved_json),
"A player relationship should survive schema-v12 save and restore"
)
_check(
(
restored.get_state_checksum() == manager.get_state_checksum()
and restored.npc_knows_event(hungry_witness.id, supply_event_id)
and (
restored.relationship_system.get_relationship(
hungry_witness.id, SimulationIds.PLAYER_ACTOR_ID
)
!= null
)
),
"Restored player trust should preserve checksum, evidence, and the directed relationship"
)
restored.free()
var v12_data: Dictionary = manager.create_state_record().to_dictionary()
berry.queue_free()
manager.free()
var legacy_v11 := _create_v11_legacy()
var migrated := SimulationStateRecord.from_dictionary(legacy_v11)
_check(
(
migrated != null
and migrated.simulation.get("next_opportunity_id", -1) >= 0
and not migrated.opportunities.is_empty()
),
"World schema v11 should migrate to v13 without dropping opportunity history"
)
v12_data["schema_version"] = SimulationStateRecord.PLAYER_NEEDS_SCHEMA_VERSION
v12_data.erase("player")
var v12_migrated := SimulationStateRecord.from_dictionary(v12_data)
_check(
(
v12_migrated != null
and v12_migrated.player != null
and is_equal_approx(v12_migrated.player.get_hunger(), 40.0)
and is_equal_approx(v12_migrated.player.get_energy(), 100.0)
and v12_migrated.player.get_carried_total() == 0.0
),
"World schema v12 should migrate to v13 with a fresh default player record"
)
_finish()
func _create_v11_legacy() -> Dictionary:
var manager := _create_manager(901)
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
pantry.deposit(SimulationIds.RESOURCE_FOOD, 1.0)
manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
var actor: SimNPC = manager.npcs[0]
actor.position = Vector3.ZERO
actor.hunger = 85.0
manager.economy.withdraw_to_inventory(actor, SimulationIds.RESOURCE_FOOD, 1.0)
manager.economy.deposit_inventory(actor, SimulationIds.RESOURCE_FOOD)
var record: Dictionary = manager.create_state_record().to_dictionary()
record["schema_version"] = 11
manager.free()
return record
func _create_manager(seed_value: int = 901) -> 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 _latest_event_of_type(manager: Node, event_type: StringName) -> EconomicEventRecord:
var events: Array = manager.economic_events
for index in range(events.size() - 1, -1, -1):
var event := events[index] as EconomicEventRecord
if StringName(event.data["event_type"]) == event_type:
return event
return null
func _finish() -> void:
if failures.is_empty():
print("[TEST] Player social consequence passed: supply -> witness -> trust")
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)