Files
gamedev-the-steward/tests/npc_schedule_test.gd
T
admin 4604dc6d5a feat: add NPC schedules with sleep, meal, and work periods
Add ACTION_SLEEP with home-position targeting and energy restoration. Embed schedule periods (SLEEP/MEAL/WORK/DISCRETIONARY) in ActionSelectionSystem with TimeOfDay from SimulationClock. NPCs sleep at night when energy is low, eat during meal periods when hungry, and work/discretionary the rest of the cycle. Home position stored per NPC and serialized through NPCStateRecord with backward-compatible fallback. Cycle duration persisted through save/restore. Includes headless test for sleep period, work period, meal hunger, energy restoration, serialization round-trip, and home targeting without world adapter.
2026-07-08 17:44:39 +02:00

187 lines
5.1 KiB
GDScript

extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_test_sleep_period_at_night()
_test_work_period_during_day()
_test_meal_period_hunger()
_test_sleep_restores_energy()
_test_schedule_serialization()
_test_sleep_targets_home()
if failures.is_empty():
print("[TEST] NPC schedule passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _create_manager(seed_value: int) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
root.add_child(manager)
manager.set_process(false)
return manager
func _test_sleep_period_at_night() -> void:
var manager := _create_manager(100)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 0
var npc: SimNPC = manager.npcs[0]
npc.hunger = 20.0
npc.energy = 50.0
npc.home_position = npc.position
var selection := ActionSelectionSystem.new().select_action(
npc, manager.village, manager.clock.time_of_day()
)
_check(selection != null, "Night-time should produce an action selection")
_check(
selection.action_id == SimulationIds.ACTION_SLEEP,
"Low-energy NPC should choose SLEEP during night period"
)
_check(
selection.reason.to_lower().contains("night"),
"Sleep selection reason should reference night-time"
)
manager.free()
func _test_work_period_during_day() -> void:
var manager := _create_manager(200)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 100
var time_of_day: float = manager.clock.time_of_day()
_check(
time_of_day > 0.28 and time_of_day < 0.85,
"100 ticks should land in the work period"
)
var npc: SimNPC = manager.npcs[0]
npc.hunger = 20.0
npc.energy = 80.0
npc.home_position = npc.position
var selection := ActionSelectionSystem.new().select_action(
npc, manager.village, time_of_day
)
_check(selection != null, "Daytime should produce an action selection")
_check(
selection.action_id != SimulationIds.ACTION_SLEEP,
"A well-rested NPC should not choose SLEEP during work period"
)
manager.free()
func _test_meal_period_hunger() -> void:
var manager := _create_manager(300)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 50
var time_of_day: float = manager.clock.time_of_day()
_check(
time_of_day >= 0.25 and time_of_day <= 0.35,
"50 ticks should land in the breakfast meal period"
)
var npc: SimNPC = manager.npcs[0]
npc.hunger = 65.0
npc.energy = 80.0
manager.village.food = 5.0
npc.home_position = npc.position
var selection := ActionSelectionSystem.new().select_action(
npc, manager.village, time_of_day
)
_check(selection != null, "Meal period should produce an action selection")
_check(
selection.action_id == SimulationIds.ACTION_WITHDRAW_FOOD,
"Hungry NPC during meal period with pantry food should WITHDRAW_FOOD"
)
manager.free()
func _test_sleep_restores_energy() -> void:
var manager := _create_manager(400)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 0
var npc: SimNPC = manager.npcs[0]
npc.hunger = 20.0
npc.energy = 30.0
npc.home_position = npc.position
npc.set_task(SimulationIds.ACTION_SLEEP, 4.0)
npc.start_working()
var energy_before := npc.energy
for tick in 4:
manager.simulate_tick()
_check(npc.task_complete, "Sleep should complete after its duration")
_check(
npc.energy > energy_before,
"Completing sleep should restore energy"
)
manager.free()
func _test_schedule_serialization() -> void:
var manager := _create_manager(500)
manager.clock.cycle_duration_seconds = 180.0
manager.clock.elapsed_ticks = 30
var npc: SimNPC = manager.npcs[0]
npc.home_position = Vector3(3.0, 0.0, 4.0)
npc.position = Vector3(1.0, 0.0, 2.0)
var saved_json: String = manager.serialize_state()
var restored := _create_manager(1)
_check(
restored.restore_state_from_json(saved_json),
"Schedule state should survive serialization round-trip"
)
_check(
is_equal_approx(restored.clock.cycle_duration_seconds, 180.0),
"Cycle duration should round-trip through save"
)
var restored_npc: SimNPC = restored.npcs[0]
_check(
restored_npc.home_position.distance_to(Vector3(3.0, 0.0, 4.0)) < 0.01,
"NPC home position should round-trip through save"
)
manager.free()
restored.free()
func _test_sleep_targets_home() -> void:
var manager := _create_manager(600)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 0
var npc: SimNPC = manager.npcs[0]
npc.energy = 40.0
npc.home_position = Vector3(5.0, 0.0, 5.0)
npc.position = Vector3(0.0, 0.0, 0.0)
npc.set_task(SimulationIds.ACTION_SLEEP)
_check(npc.task_state == SimNPC.TASK_STATE_TRAVELING, "Sleep should put NPC in traveling state")
var resolved: bool = manager.resolve_npc_target(npc.id, npc.position)
_check(resolved, "Sleep target should resolve without an active world adapter")
_check(
npc.travel_target_position.distance_to(Vector3(5.0, 0.0, 5.0)) < 0.01,
"Sleep should target the NPC home position"
)
manager.free()
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)