128 lines
3.5 KiB
GDScript
128 lines
3.5 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 manager := _create_manager(971)
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var ticks_per_day: int = manager.get_knowledge_review_interval()
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var berry := ResourceNode.new()
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berry.name = "SeasonBerry"
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berry.node_id = &"season_berry"
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berry.action_id = SimulationIds.ACTION_GATHER_FOOD
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berry.resource_id = SimulationIds.RESOURCE_FOOD
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berry.initial_amount = 2.0
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berry.max_amount = 2.0
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berry.regrow_rate = 0.1
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berry.debug_label_enabled = false
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var interaction_point := Marker3D.new()
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interaction_point.name = "InteractionPoint"
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interaction_point.position = Vector3.ZERO
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berry.add_child(interaction_point)
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root.add_child(berry)
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await process_frame
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_check(
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manager.register_resource_node(berry), "Season test should bind a real finite ResourceNode"
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)
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var state: ResourceStateRecord = manager.get_resource_state(berry.node_id)
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manager.clock.elapsed_ticks = 0 * ticks_per_day + 50
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_check(
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(
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manager.get_season() == &"warm"
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and is_equal_approx(manager._gather_yield_multiplier(), 1.0)
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),
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"The first season days should be warm with full yields"
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)
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_check(
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is_equal_approx(manager.harvest_resource_node(berry), 2.0),
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"Warm-season gathering should extract the full configured yield"
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)
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state.set_amount_remaining(2.0)
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manager.clock.elapsed_ticks = 3 * ticks_per_day + 50
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_check(
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(
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manager.get_season() == &"cold"
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and is_equal_approx(manager._gather_yield_multiplier(), 0.5)
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),
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"Later season days should be cold with reduced yields"
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)
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_check(
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is_equal_approx(manager.harvest_resource_node(berry), 1.0),
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"Cold-season gathering should extract only half the configured yield"
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)
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state.set_amount_remaining(0.5)
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manager.simulate_tick()
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_check(
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is_equal_approx(state.get_amount_remaining(), 0.5),
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"Cold-season regrowth should pause until warmer days"
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)
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manager.clock.elapsed_ticks = 4 * ticks_per_day + 50
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_check(manager.get_season() == &"warm", "The season should return warm after the cold spell")
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manager.simulate_tick()
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_check(
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is_equal_approx(state.get_amount_remaining(), 0.6),
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"Regrowth should resume once the warm season returns"
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)
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manager.clock.elapsed_ticks = 3 * ticks_per_day + 50
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var saved_json: String = manager.serialize_state()
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var restored := _create_manager(972)
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_check(
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restored.restore_state_from_json(saved_json),
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"Seasonal clock state should survive save and restore"
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)
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_check(
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(
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restored.get_state_checksum() == manager.get_state_checksum()
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and restored.get_season() == &"cold"
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and is_equal_approx(restored._gather_yield_multiplier(), 0.5)
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),
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"Restore should re-derive the same cold season and its reduced yields"
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)
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restored.free()
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berry.queue_free()
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manager.free()
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_finish()
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func _create_manager(seed_value: int = 971) -> Node:
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var manager: Node = load("res://simulation/SimulationManager.gd").new()
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manager.simulation_seed = seed_value
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manager.debug_logs = false
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var home_positions: Array[Vector3] = [
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Vector3(0.0, 0.0, 0.0),
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Vector3(2.0, 0.0, 0.0),
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Vector3(10.0, 0.0, 0.0),
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Vector3(12.0, 0.0, 0.0),
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Vector3(30.0, 0.0, 30.0),
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Vector3(40.0, 0.0, 40.0),
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]
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manager.home_positions = home_positions
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root.add_child(manager)
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manager.set_process(false)
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return manager
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func _finish() -> void:
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if failures.is_empty():
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print("[TEST] Seasonal rhythm passed: cold yields + paused regrowth")
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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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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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