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

76 lines
2.2 KiB
GDScript

extends SceneTree
var main_scene: Node
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
main_scene = load("res://main.tscn").instantiate()
root.add_child(main_scene)
await process_frame
await physics_frame
var simulation_manager := main_scene.get_node("SimulationManager")
var player := main_scene.get_node("Player")
var bush := main_scene.get_node(
"JajceWorld/WorldObjects/ResourceNodes/BerryBush_01"
) as ResourceNode
var tree := main_scene.get_node(
"JajceWorld/WorldObjects/ResourceNodes/Tree_01"
) as ResourceNode
simulation_manager.set_process(false)
var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(
bush.node_id
)
var tree_state: ResourceStateRecord = simulation_manager.get_resource_state(
tree.node_id
)
bush_state.set_amount_remaining(1.0)
_check(
simulation_manager.reserve_resource(bush.node_id, 999),
"Player contention setup should reserve the bush"
)
player.global_position = bush.interaction_point.global_position
var food_before: float = simulation_manager.village.food
player.try_interact()
_check(
is_equal_approx(bush_state.get_amount_remaining(), 0.0),
"Player should deplete the nearby bush"
)
_check(is_equal_approx(simulation_manager.village.food, food_before + 1.0), "Village should receive exactly the bush's remaining food")
_check(
bush_state.get_reserved_by() == -1,
"Depletion should release the NPC reservation"
)
player.global_position = tree.interaction_point.global_position
var wood_before: float = simulation_manager.village.wood
var tree_before := tree_state.get_amount_remaining()
player.try_interact()
_check(
is_equal_approx(
tree_state.get_amount_remaining(),
tree_before - tree.yield_per_action
),
"Player should extract the tree's configured yield"
)
_check(is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action), "Village should receive exactly the extracted wood")
if failures.is_empty():
print("[TEST] ResourceNode player parity passed")
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)