Files
gamedev-the-steward/tests/content_catalog_test.gd
T
2026-08-23 17:20:41 +02:00

337 lines
11 KiB
GDScript

extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_test_core_pack()
_test_deterministic_enumeration_and_dependencies()
_test_duplicate_ids_fail_without_overrides()
_test_unknown_references_categories_and_handlers()
_finish()
func _test_core_pack() -> void:
var catalog := ContentCatalog.create_core()
_check(catalog.is_valid(), "Core pack should validate: %s" % [catalog.get_errors()])
_check(
(
_action_ids(catalog.get_actions())
== [
&"defend",
&"deposit_food",
&"deposit_wood",
&"eat",
&"feed_animal",
&"gather_food",
&"gather_wood",
&"patrol",
&"rest",
&"sleep",
&"study",
&"wander",
&"withdraw_food",
]
),
"Core actions should enumerate by stable ID"
)
_check(
(
_profession_ids(catalog.get_professions())
== [&"farmer", &"guard", &"scholar", &"wanderer", &"woodcutter"]
),
"Core professions should enumerate by stable ID"
)
_check(
(
_item_ids(catalog.get_items())
== [&"food", &"herb", &"item_claw", &"item_sword", &"regional_trade_goods", &"wood"]
),
"Core items should include local and regional resources in stable-ID order"
)
_check(
_enemy_ids(catalog.get_enemies()) == [&"enemy_boar", &"enemy_raider", &"enemy_wolf"],
"Core enemies should enumerate by stable ID"
)
_check(
_animal_ids(catalog.get_animals()) == [&"domestic_goat", &"domestic_sheep"],
"Core animals should enumerate through the same content pack"
)
var food := catalog.get_item(SimulationIds.RESOURCE_FOOD)
var wood := catalog.get_item(SimulationIds.RESOURCE_WOOD)
var sword := catalog.get_item(SimulationIds.ITEM_SWORD)
var claw := catalog.get_item(SimulationIds.ITEM_CLAW)
_check(food != null and food.is_resource(), "Food should be a resource item")
_check(wood != null and wood.is_resource(), "Wood should be a resource item")
_check(
sword != null and sword.is_weapon() and is_equal_approx(sword.damage, 24.0),
"Sword should preserve its weapon contract"
)
_check(
claw != null and claw.is_weapon() and is_equal_approx(claw.reach, 1.2),
"Claw should preserve its weapon contract"
)
var wolf := catalog.get_enemy(&"enemy_wolf")
var boar := catalog.get_enemy(&"enemy_boar")
_check(
wolf != null and wolf.weapon_id == SimulationIds.ITEM_CLAW,
"Enemy references should resolve against catalog items"
)
_check(
boar != null and boar.behavior_profile_id == wolf.behavior_profile_id,
"New enemy types should be able to reuse an existing behavior profile"
)
func _test_deterministic_enumeration_and_dependencies() -> void:
var core := load(ContentCatalog.CORE_PACK_PATH) as SimulationContentPack
var addon := _pack(&"addon", "Addon")
addon.required_pack_ids = [&"core"]
addon.required_handler_ids = [&"test_handler"]
addon.items = [_resource_item(&"amber", "Amber")]
var packs: Array[SimulationContentPack] = [addon, core]
var catalog := ContentCatalog.new()
var handlers: Array[StringName] = [&"test_handler"]
var errors := catalog.rebuild(packs, handlers)
_check(errors.is_empty(), "Known pack and handler dependencies should validate: %s" % [errors])
_check(
_pack_ids(catalog.get_packs()) == [&"addon", &"core"],
"Pack enumeration should not depend on input order"
)
_check(
(
_item_ids(catalog.get_items())
== [
&"amber",
&"food",
&"herb",
&"item_claw",
&"item_sword",
&"regional_trade_goods",
&"wood",
]
),
"Merged item enumeration should be globally stable-ID sorted"
)
var returned_items := catalog.get_items()
returned_items.clear()
_check(
catalog.get_items().size() == 7,
"Callers should not be able to mutate the catalog's ordered arrays"
)
func _test_duplicate_ids_fail_without_overrides() -> void:
var first := _pack(&"first", "First")
first.items = [_resource_item(&"shared_item", "First value")]
var second := _pack(&"second", "Second")
second.items = [_resource_item(&"shared_item", "Second value")]
var packs: Array[SimulationContentPack] = [second, first]
var catalog := ContentCatalog.new()
var errors := catalog.rebuild(packs)
_check(_has_error(errors, "Duplicate item_id 'shared_item'"), "Duplicate item IDs should fail")
_check(
(
not catalog.is_valid()
and catalog.get_item(&"shared_item") == null
and catalog.get_items().is_empty()
),
"An invalid build should publish neither duplicate value nor partial content"
)
var duplicate_pack := _pack(&"first", "Duplicate pack")
var duplicate_packs: Array[SimulationContentPack] = [first, duplicate_pack]
errors = catalog.rebuild(duplicate_packs)
_check(_has_error(errors, "Duplicate pack_id 'first'"), "Duplicate pack IDs should fail")
first = _pack(&"first", "First")
second = _pack(&"second", "Second")
first.animals = [_animal(&"shared_animal", &"feed_animal")]
second.animals = [_animal(&"shared_animal", &"feed_animal")]
var duplicate_animal_packs: Array[SimulationContentPack] = [second, first]
errors = catalog.rebuild(duplicate_animal_packs)
_check(
_has_error(errors, "Duplicate animal_definition_id 'shared_animal'"),
"Duplicate animal definitions should fail without an override"
)
func _test_unknown_references_categories_and_handlers() -> void:
var broken := _pack(&"broken", "Broken")
broken.required_pack_ids = [&"missing_pack"]
broken.required_handler_ids = [&"missing_handler"]
var invalid_item := _resource_item(&"strange_item", "Strange")
invalid_item.category = &"unknown_category"
var ordinary_resource := _resource_item(&"ordinary_resource", "Ordinary resource")
var missing_profession := _action(&"missing_profession")
missing_profession.preferred_profession_id = &"unknown_profession"
var missing_action := _action(&"missing_action")
missing_action.target_type = SimulationIds.TARGET_RESOURCE
missing_action.resource_action_id = &"unknown_resource_action"
var missing_cost_item := _action(&"missing_cost")
missing_cost_item.completion_cost_resource_id = &"unknown_cost_item"
missing_cost_item.completion_cost_amount = 1.0
missing_cost_item.selection_policy_id = &"unknown_selection"
missing_cost_item.target_policy_id = &"unknown_targeting"
missing_cost_item.completion_handler_id = &"unknown_completion"
var invalid_effect := ActionEffect.new()
invalid_effect.effect_id = &"broken_transfer"
invalid_effect.effect_kind = ActionEffect.KIND_INVENTORY_TRANSFER
missing_cost_item.effects = [invalid_effect]
var weapon_item := _weapon_item(&"test_weapon", "Test weapon")
var weapon_cost := _action(&"weapon_cost")
weapon_cost.completion_cost_resource_id = weapon_item.item_id
weapon_cost.completion_cost_amount = 1.0
var missing_weapon := _enemy(&"missing_weapon_enemy", &"unknown_weapon")
var non_weapon := _enemy(&"non_weapon_enemy", ordinary_resource.item_id)
var missing_animal_action := _animal(&"unsupported_animal", &"unknown_animal_action")
broken.items = [invalid_item, ordinary_resource, weapon_item]
broken.actions = [missing_profession, missing_action, missing_cost_item, weapon_cost]
broken.enemies = [missing_weapon, non_weapon]
broken.animals = [missing_animal_action]
var packs: Array[SimulationContentPack] = [broken]
var known_handlers: Array[StringName] = [&"known_handler"]
var catalog := ContentCatalog.new()
var errors := catalog.rebuild(packs, known_handlers)
for expected in [
"unknown required pack 'missing_pack'",
"unknown required handler 'missing_handler'",
"category 'unknown_category' is invalid",
"unknown profession 'unknown_profession'",
"unknown resource action 'unknown_resource_action'",
"unknown completion cost item 'unknown_cost_item'",
"unknown selection policy 'unknown_selection'",
"unknown target policy 'unknown_targeting'",
"unknown completion handler 'unknown_completion'",
"needs an item and positive amount",
"needs source/destination roles",
"non-resource completion cost item 'test_weapon'",
"unknown weapon 'unknown_weapon'",
"non-weapon item 'ordinary_resource'",
"Animal 'unsupported_animal' references unknown action 'unknown_animal_action'",
]:
_check(_has_error(errors, expected), "Catalog should report %s: %s" % [expected, errors])
_check(not catalog.is_valid(), "Unknown references should invalidate the complete catalog")
func _pack(pack_id: StringName, display_name: String) -> SimulationContentPack:
var pack := SimulationContentPack.new()
pack.pack_id = pack_id
pack.display_name = display_name
return pack
func _resource_item(item_id: StringName, display_name: String) -> ItemDefinition:
var item := ItemDefinition.new()
item.item_id = item_id
item.display_name = display_name
item.category = ItemDefinition.CATEGORY_RESOURCE
return item
func _weapon_item(item_id: StringName, display_name: String) -> ItemDefinition:
var item := ItemDefinition.new()
item.item_id = item_id
item.display_name = display_name
item.category = ItemDefinition.CATEGORY_WEAPON
item.equip_slot = SimulationIds.EQUIP_SLOT_HAND
item.damage = 1.0
item.reach = 1.0
item.attack_cooldown = 1.0
return item
func _action(action_id: StringName) -> ActionDefinition:
var action := ActionDefinition.new()
action.action_id = action_id
action.display_name = String(action_id).capitalize()
action.target_type = SimulationIds.TARGET_ACTIVITY
return action
func _enemy(enemy_id: StringName, weapon_id: StringName) -> EnemyDefinition:
var enemy := EnemyDefinition.new()
enemy.enemy_id = enemy_id
enemy.display_name = String(enemy_id).capitalize()
enemy.kind = SimulationIds.COMBATANT_KIND_RAIDER
enemy.weapon_id = weapon_id
return enemy
func _animal(animal_definition_id: StringName, action_id: StringName) -> AnimalDefinition:
var animal := AnimalDefinition.new()
animal.animal_definition_id = animal_definition_id
animal.species_id = &"test_species"
animal.display_name = String(animal_definition_id).capitalize()
animal.supported_action_ids = [action_id]
animal.presentation_cue_id = PresentationCueIds.ANIMAL_DOMESTIC_GOAT
return animal
func _pack_ids(packs: Array[SimulationContentPack]) -> Array[StringName]:
var ids: Array[StringName] = []
for pack in packs:
ids.append(pack.pack_id)
return ids
func _action_ids(actions: Array[ActionDefinition]) -> Array[StringName]:
var ids: Array[StringName] = []
for action in actions:
ids.append(action.action_id)
return ids
func _profession_ids(professions: Array[ProfessionDefinition]) -> Array[StringName]:
var ids: Array[StringName] = []
for profession in professions:
ids.append(profession.profession_id)
return ids
func _item_ids(items: Array[ItemDefinition]) -> Array[StringName]:
var ids: Array[StringName] = []
for item in items:
ids.append(item.item_id)
return ids
func _enemy_ids(enemies: Array[EnemyDefinition]) -> Array[StringName]:
var ids: Array[StringName] = []
for enemy in enemies:
ids.append(enemy.enemy_id)
return ids
func _animal_ids(animals: Array[AnimalDefinition]) -> Array[StringName]:
var ids: Array[StringName] = []
for animal in animals:
ids.append(animal.animal_definition_id)
return ids
func _has_error(errors: Array[String], fragment: String) -> bool:
for error in errors:
if fragment in error:
return true
return false
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Content catalog passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)