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

175 lines
6.1 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 into their hands"
)
var carried_after_gather: float = simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
)
_check(
(
is_equal_approx(carried_after_gather, 1.0)
and is_equal_approx(simulation_manager.village.food, food_before)
),
"Gathering should fill the player's hands without bypassing the village store",
)
_check(bush_state.get_reserved_by() == -1, "Depletion should release the NPC reservation")
var player_extraction: EconomicEventRecord
var player_depletion: EconomicEventRecord
for event in simulation_manager.economic_events:
if int(event.data["actor_id"]) != -1 or StringName(event.data["source_id"]) != bush.node_id:
continue
if StringName(event.data["event_type"]) == SimulationIds.EVENT_RESOURCE_EXTRACTED:
player_extraction = event
elif StringName(event.data["event_type"]) == SimulationIds.EVENT_RESOURCE_DEPLETED:
player_depletion = event
var bush_event_position := bush.interaction_point.global_position
_check(player_extraction != null, "Player extraction should create a structured event")
_check(player_depletion != null, "Player depletion should create a structured event")
if player_extraction != null:
_check(
player_extraction.get_world_position().is_equal_approx(bush_event_position),
"Player extraction should preserve the resource interaction position"
)
if player_depletion != null:
_check(
player_depletion.get_world_position().is_equal_approx(bush_event_position),
"Player depletion should preserve the resource interaction position"
)
var pantry := (
main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry") as StorageNode
)
var pantry_state: StorageStateRecord = simulation_manager.get_pantry()
player.global_position = pantry.get_interaction_position()
player.try_interact()
var food_after_deposit: float = simulation_manager.village.food
_check(
(
is_equal_approx(food_after_deposit, food_before + 1.0)
and is_equal_approx(
simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
),
0.0
)
),
"Depositing at the typed pantry should deliver the carried food to the village",
)
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()
var carried_wood: float = simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_WOOD
)
_check(
(
is_equal_approx(tree_state.get_amount_remaining(), tree_before - tree.yield_per_action)
and is_equal_approx(carried_wood, tree.yield_per_action)
),
"Player should extract the tree's configured yield into their hands",
)
pantry_state.deposit(SimulationIds.RESOURCE_FOOD, pantry_state.get_available_capacity() - 0.5)
simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
bush_state.set_amount_remaining(1.0)
player.global_position = bush.interaction_point.global_position
player.try_interact()
_check(
(
is_equal_approx(bush_state.get_amount_remaining(), 0.0)
and is_equal_approx(
simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
),
1.0
)
),
"Player gathering should still extract into their hands regardless of storage capacity",
)
pantry_state.withdraw(
SimulationIds.RESOURCE_FOOD, pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
)
pantry_state.deposit(SimulationIds.RESOURCE_FOOD, 5.0)
simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
var pantry_food_before := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
player.global_position = pantry.get_interaction_position()
player.try_interact()
var food_after_first_deposit := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
var food_carried_after_first: float = (
simulation_manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD)
)
_check(
(
food_after_first_deposit > pantry_food_before
and is_equal_approx(food_carried_after_first, 0.0)
),
"Player should deposit carried food at the typed pantry",
)
player.try_interact()
_check(
pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) < food_after_first_deposit,
"Player should eat from the pantry once their hands are empty",
)
var guard_site := (
main_scene.get_node("JajceWorld/WorldObjects/ActivitySites/GuardPost") as ActivitySite
)
player.global_position = guard_site.get_interaction_position()
var safety_before: float = simulation_manager.village.safety
player.try_interact()
_check(
simulation_manager.village.safety > safety_before,
"Player should help guard from the typed GuardPost ActivitySite"
)
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)