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

93 lines
3.1 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"
)
_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"
)
var pantry := main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry") as StorageNode
var pantry_state: StorageStateRecord = simulation_manager.get_pantry()
pantry_state.deposit(SimulationIds.RESOURCE_FOOD, 3.0)
simulation_manager._sync_village_food()
var pantry_food_before := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
player.global_position = pantry.get_interaction_position()
player.try_interact()
_check(
pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) < pantry_food_before,
"Player should eat from the typed pantry StorageNode"
)
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)