162 lines
4.8 KiB
GDScript
162 lines
4.8 KiB
GDScript
extends SceneTree
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var failures: Array[String] = []
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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 main_scene: Node = load("res://main.tscn").instantiate()
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root.add_child(main_scene)
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await process_frame
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for _frame in 10:
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await physics_frame
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var manager: Node = main_scene.get_node("SimulationManager")
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var view: Node = main_scene.get_node("WorldViewManager")
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var player: CharacterBody3D = main_scene.get_node("Player")
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var demo: Node = main_scene.get_node("DemoController")
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var field_note := main_scene.get_node("VillagerInspectionLayer/VillagerFieldNote")
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manager.set_process(false)
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player.set_physics_process(false)
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_freeze_visuals(view)
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var staged: Dictionary = demo.call("stage_pantry_crisis")
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_check(not staged.is_empty(), "The runtime proof should stage a real open pantry need")
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if staged.is_empty():
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_finish()
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return
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var interested: SimNPC = staged["interested"]
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var pantry_position: Vector3 = (
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StorageNode.get_by_id(SimulationIds.STORAGE_VILLAGE_PANTRY).get_interaction_position()
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)
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player.global_position = pantry_position
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_move_population_away(manager, view, interested.id, pantry_position)
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_set_loaded_position(manager, view, interested, pantry_position + Vector3(1.0, 0.0, 0.0))
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var checksum_before: String = manager.get_state_checksum()
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var serialized_before: String = manager.serialize_state()
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var events_before: int = manager.economic_events.size()
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for _query in 3:
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player.call("get_nearby_villager_inspection")
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field_note.call("refresh_note", true)
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var need_label := field_note.get_node("Copy/Need") as Label
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_check(
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(
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manager.get_state_checksum() == checksum_before
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and manager.serialize_state() == serialized_before
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and manager.economic_events.size() == events_before
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and field_note.visible
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and need_label.visible
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and "Need" in need_label.text
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),
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"The inspected interested villager should surface the real need without mutating state",
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)
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if not need_label.visible:
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_finish()
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return
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var helper: OpportunityHelperResult = manager.get_active_opportunity_helper()
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var helper_npc := _find_npc(manager.npcs, helper.helper_npc_id) if helper != null else null
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_check(
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(
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helper != null
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and helper_npc != null
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and helper_npc.npc_name in need_label.text
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and "bringing" in need_label.text.to_lower()
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),
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"The open need with a capable helper should name that helper on the field note",
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)
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var checksum_after_helper: String = manager.get_state_checksum()
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var food_node: ResourceNode = _find_food_node(manager)
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_check(food_node != null, "The resolution proof needs a stocked player-usable food source")
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if food_node == null:
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_finish()
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return
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var harvested: float = manager.harvest_resource_node(food_node)
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_check(
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(
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harvested > 0.0
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and manager.get_active_opportunity() == null
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and (
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manager.opportunity_system.get_latest().get_status()
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== OpportunityStateRecord.STATUS_RESOLVED
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)
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),
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"An ordinary finite-resource harvest should resolve the same open need",
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)
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field_note.call("refresh_note", true)
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_check(
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not need_label.visible and manager.get_state_checksum() != checksum_after_helper,
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"Resolving the need should clear the surfaced need segment from the field note",
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)
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_finish()
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func _find_food_node(manager: Node) -> ResourceNode:
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for node in ResourceNode.get_all():
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var state: ResourceStateRecord = (
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manager.get_resource_state(node.node_id) as ResourceStateRecord
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)
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if (
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node.resource_id == SimulationIds.RESOURCE_FOOD
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and state != null
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and state.can_player_use_resource()
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and state.can_extract()
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and state.get_amount_remaining() >= 1.0
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):
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return node
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return null
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func _find_npc(npcs: Array[SimNPC], npc_id: int) -> SimNPC:
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for npc in npcs:
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if npc.id == npc_id:
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return npc
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return null
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func _move_population_away(manager: Node, view: Node, keep_id: int, origin: Vector3) -> void:
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for npc in manager.npcs:
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if npc.id == keep_id:
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continue
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_set_loaded_position(
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manager, view, npc, origin + Vector3(40.0 + float(npc.id) * 2.0, 0.0, 20.0)
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)
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func _set_loaded_position(manager: Node, view: Node, npc: SimNPC, position: Vector3) -> void:
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manager.synchronize_npc_position(npc.id, position)
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var visual := view.active_npc_visuals.get(npc.id) as Node3D
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if visual != null:
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visual.set_physics_process(false)
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if visual.has_method("stop_travel"):
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visual.stop_travel()
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visual.global_position = position
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func _freeze_visuals(view: Node) -> void:
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for visual in view.active_npc_visuals.values():
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visual.set_physics_process(false)
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if visual.has_method("stop_travel"):
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visual.stop_travel()
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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] Field-note opportunity surfacing 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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