Files
gamedev-the-steward/tests/resource_node_player_parity_test.gd
T
2026-08-16 16:53:30 +02:00

317 lines
12 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")
player.villager_inspection_range = 0.0
var bush := (
main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/BerryBush_01") as ResourceNode
)
simulation_manager.set_process(false)
var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(bush.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(
simulation_manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD),
1.0
),
"Player harvesting should carry exactly the bush's remaining food"
)
_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)
and (
StringName(player_extraction.data["destination_id"])
== SimulationIds.PLAYER_INVENTORY_ID
)
),
"Player extraction should preserve the interaction position and name the carried inventory"
)
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()
_check(
(
is_equal_approx(simulation_manager.village.food, food_before + 1.0)
and is_equal_approx(
simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
),
0.0
)
),
"Depositing at the pantry should move carried food into the village and empty the player"
)
var pantry_food_before := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
player.try_interact()
_check(
(
pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) < pantry_food_before
and simulation_manager.get_player_state().get_hunger() < 40.0
),
"Player should eat from the typed pantry StorageNode and ease their hunger"
)
pantry_state.deposit(SimulationIds.RESOURCE_FOOD, pantry_state.get_available_capacity())
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()
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(
(
is_equal_approx(bush_state.get_amount_remaining(), 0.0)
and is_equal_approx(pantry_state.get_available_capacity(), 0.0)
and is_equal_approx(
simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
),
1.0
)
),
"Player harvesting into a full pantry should leave the unaccepted overflow carried"
)
var guard_site := (
main_scene.get_node("JajceWorld/WorldObjects/ActivitySites/GuardPost") as ActivitySite
)
player.global_position = guard_site.get_interaction_position()
var adapter := main_scene.get_node("ActiveWorldAdapter") as ActiveWorldAdapter
var adapter_identity := adapter.get_context_identity()
_check(
adapter.configure_context_identity(
StringName(adapter_identity["context_id"]),
StringName(adapter_identity["world_id"]),
StringName(adapter_identity["location_id"])
),
"Activity registry ABA setup should create a clean first registry"
)
var guard_context := player.get_interaction_context() as PlayerInteractionResult
var stale_safety: float = simulation_manager.village.safety
var stale_woodpile := simulation_manager.get_woodpile() as StorageStateRecord
var stale_wood: float = stale_woodpile.get_amount(SimulationIds.RESOURCE_WOOD)
var stale_event_count: int = simulation_manager.economic_events.size()
_check(
(
guard_context != null
and adapter.configure_context_identity(
StringName(adapter_identity["context_id"]),
StringName(adapter_identity["world_id"]),
StringName(adapter_identity["location_id"])
)
and adapter.get_target_handle(guard_site.site_id) != null
and (
adapter.get_target_handle(guard_site.site_id).get_generation()
== guard_context.target_generation
)
),
"Activity registry replacement should recreate the same visible target generation"
)
simulation_manager.update_player_combatant(player.global_position)
var stale_result: ActionResult = simulation_manager.execute_player_activity_action(
guard_context.action_id,
guard_context.target_id,
guard_context.expected_state_revision,
guard_context.target_generation,
guard_context.target_context_id,
guard_context.target_registry_instance_id
)
var incomplete_result: ActionResult = simulation_manager.execute_player_activity_action(
guard_context.action_id, guard_context.target_id
)
_check(
(
stale_result != null
and not stale_result.did_succeed()
and stale_result.get_reason_code() == ActivityActionCommandService.REASON_STALE_TARGET
and is_equal_approx(simulation_manager.village.safety, stale_safety)
and is_equal_approx(stale_woodpile.get_amount(SimulationIds.RESOURCE_WOOD), stale_wood)
and simulation_manager.economic_events.size() == stale_event_count
and incomplete_result != null
and not incomplete_result.did_succeed()
and (
incomplete_result.get_reason_code()
== ActivityActionCommandService.REASON_STALE_TARGET
)
),
(
"A replaced registry and an incomplete direct call must reject without mutating "
+ "authority"
)
)
guard_context = player.get_interaction_context() as PlayerInteractionResult
var safety_before: float = simulation_manager.village.safety
var woodpile := simulation_manager.get_woodpile() as StorageStateRecord
var wood_before := woodpile.get_amount(SimulationIds.RESOURCE_WOOD)
var event_count_before: int = simulation_manager.economic_events.size()
player.try_interact()
var activity_event := simulation_manager.economic_events.back() as EconomicEventRecord
_check(
(
guard_context != null
and guard_context.kind == PlayerInteractionResult.KIND_ACTIVITY
and guard_context.action_id == SimulationIds.ACTION_PATROL
and guard_context.target_id == guard_site.site_id
and guard_context.expected_state_revision == event_count_before
and simulation_manager.village.safety > safety_before
and is_equal_approx(woodpile.get_amount(SimulationIds.RESOURCE_WOOD), wood_before - 1.0)
and simulation_manager.economic_events.size() == event_count_before + 1
and (
StringName(activity_event.data["event_type"])
== SimulationIds.EVENT_ACTIVITY_COMPLETED
)
and int(activity_event.data["actor_id"]) == SimulationIds.PLAYER_ACTOR_ID
and StringName(activity_event.data["source_id"]) == guard_site.site_id
and StringName(activity_event.data["action_id"]) == SimulationIds.ACTION_PATROL
and StringName(activity_event.data["metric_id"]) == &"safety"
and is_equal_approx(float(activity_event.data["metric_delta"]), 3.0)
and StringName(activity_event.data["cost_item_id"]) == SimulationIds.RESOURCE_WOOD
and is_equal_approx(float(activity_event.data["cost_amount"]), 1.0)
and StringName(activity_event.data["world_id"]) == SimulationIds.REGIONAL_WORLD_BOSNIA
and (
StringName(activity_event.data["location_id"])
== SimulationIds.REGIONAL_LOCATION_JAJCE
)
and simulation_manager.event_knowledge_system.knows_event(
SimulationIds.PLAYER_ACTOR_ID, int(activity_event.data["event_id"])
)
),
(
"Player activity should use the same revisioned command, cost, metric, fact, and "
+ "knowledge path as NPC work"
)
)
var activity_checksum: String = simulation_manager.get_state_checksum()
var activity_snapshot: String = simulation_manager.serialize_state()
_check(
(
simulation_manager.restore_state_from_json(activity_snapshot)
and simulation_manager.get_state_checksum() == activity_checksum
and simulation_manager.event_knowledge_system.knows_event(
SimulationIds.PLAYER_ACTOR_ID, int(activity_event.data["event_id"])
)
),
"Player activity facts and performed knowledge should survive exact save/restore"
)
woodpile = simulation_manager.get_woodpile()
woodpile.withdraw(SimulationIds.RESOURCE_WOOD, woodpile.get_amount(SimulationIds.RESOURCE_WOOD))
simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_WOOD)
var blocked_guard_context := player.get_interaction_context() as PlayerInteractionResult
var blocked_guard_safety: float = simulation_manager.village.safety
var blocked_guard_events: int = simulation_manager.economic_events.size()
player.try_interact()
_check(
(
blocked_guard_context != null
and blocked_guard_context.kind == PlayerInteractionResult.KIND_ACTIVITY
and blocked_guard_context.target_id == guard_site.site_id
and not blocked_guard_context.is_available()
and "wood" in blocked_guard_context.blocked_reason.to_lower()
and is_equal_approx(simulation_manager.village.safety, blocked_guard_safety)
and simulation_manager.economic_events.size() == blocked_guard_events
),
"An unfunded authored activity offer should explain the cost without mutating authority"
)
woodpile.deposit(SimulationIds.RESOURCE_WOOD, 1.0)
simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_WOOD)
var downed_context := player.get_interaction_context() as PlayerInteractionResult
var downed_wood := woodpile.get_amount(SimulationIds.RESOURCE_WOOD)
var downed_safety: float = simulation_manager.village.safety
var downed_event_count: int = simulation_manager.economic_events.size()
simulation_manager.get_player_state().take_damage(
simulation_manager.get_player_state().get_max_health()
)
var downed_result: ActionResult
if downed_context != null:
downed_result = simulation_manager.execute_player_activity_action(
downed_context.action_id,
downed_context.target_id,
downed_context.expected_state_revision,
downed_context.target_generation,
downed_context.target_context_id,
downed_context.target_registry_instance_id
)
_check(
(
downed_context != null
and downed_context.kind == PlayerInteractionResult.KIND_ACTIVITY
and downed_result != null
and not downed_result.did_succeed()
and is_equal_approx(woodpile.get_amount(SimulationIds.RESOURCE_WOOD), downed_wood)
and is_equal_approx(simulation_manager.village.safety, downed_safety)
and simulation_manager.economic_events.size() == downed_event_count
),
"A downed player must not work, consume cost, mutate metrics, or record a fact"
)
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)