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

103 lines
2.8 KiB
GDScript

extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var main_scene: Node = load("res://main.tscn").instantiate()
root.add_child(main_scene)
await process_frame
await physics_frame
var simulation_manager: Node = main_scene.get_node("SimulationManager")
simulation_manager.set_process(false)
_check(simulation_manager.npcs.size() == 3, "Baseline should create three NPCs")
_check(main_scene.get_node("ResourceNodes").get_child_count() == 4, "Baseline should contain four ResourceNodes")
var navigation_map: RID = main_scene.get_world_3d().navigation_map
await _wait_for_navigation_map(navigation_map)
NavigationServer3D.map_force_update(navigation_map)
var fixed_origins := [
Vector3(-6.0, 0.0, -4.0),
Vector3(0.0, 0.0, 0.0),
Vector3(6.0, 0.0, 4.0)
]
var destinations: Array[Vector3] = []
for marker_path in [
"ActivityMarkers/FoodZone",
"ActivityMarkers/GuardZone",
"ActivityMarkers/StudyZone",
"ActivityMarkers/RestZone"
]:
destinations.append(main_scene.get_node(marker_path).global_position)
for resource in main_scene.get_node("ResourceNodes").get_children():
destinations.append((resource as ResourceNode).interaction_point.global_position)
for origin in fixed_origins:
for destination in destinations:
var path := NavigationServer3D.map_get_path(
navigation_map,
origin,
destination,
true
)
_check(
not path.is_empty(),
"Navigation path should exist from %s to %s" % [origin, destination]
)
var village := SimVillage.new()
var worker := SimNPC.new(
100,
"BaselineWorker",
SimulationIds.PROFESSION_SCHOLAR,
5.0,
5.0
)
worker.set_task(SimulationIds.ACTION_STUDY, 2.0)
worker.start_working()
worker.simulate_tick(village)
worker.simulate_tick(village)
_check(worker.task_complete, "A two-tick working task should complete")
var starving := SimNPC.new(
101,
"BaselineStarving",
SimulationIds.PROFESSION_WANDERER,
5.0,
5.0
)
starving.hunger = 100.0
starving.starvation_death_threshold = 1
starving.simulate_tick(village)
_check(starving.is_dead, "Starvation threshold should still kill an NPC")
if failures.is_empty():
print("[TEST] Flat-map baseline passed: 3 NPCs, 4 resources, 24 navigation routes")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _wait_for_navigation_map(navigation_map: RID) -> void:
for attempt in 30:
if (
NavigationServer3D.map_get_iteration_id(navigation_map) > 0
and not NavigationServer3D.map_get_regions(navigation_map).is_empty()
):
await physics_frame
return
await physics_frame
_check(false, "Navigation map did not synchronize within 30 physics frames")
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)