W1: choose a worldlet (New World and Host Game pages, kept once an island exists), worldlet shown in the Load list; Godot .uid files

This commit is contained in:
Paul Bailey
2026-11-06 16:10:32 +00:00
parent db4a659236
commit 68e6d814d9
96 changed files with 292 additions and 11 deletions

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@@ -1,8 +1,9 @@
{
"_doc": "A worldlet (docs/WORLDLETS_DESIGN.md): its size, and its terrain as building blocks applied in order (scripts/world/terrain.gd: hills, rim, sea_cliff, lake, ocean_edge). The numbers here are the Valley exactly as it was hand-coded: tests/test_worldlets.gd checks it still makes the same height grid.",
"_doc": "A worldlet (docs/WORLDLETS_DESIGN.md): its name and description (the New World page), whether a new world can start here (\"start\"; the others are reached on the journey), its size, and its terrain as building blocks applied in order (scripts/world/terrain.gd: hills, rim, sea_cliff, lake, ocean_edge). The numbers here are the Valley exactly as it was hand-coded: tests/test_worldlets.gd checks it still makes the same height grid.",
"id": "valley",
"name": "Valley",
"description": "A sheltered valley ringed by mountains, with a lake in the middle and sea cliffs on one side.",
"start": true,
"size": 320,
"resolution": 256,
"terrain": [

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uid://nx08dmty60ny

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uid://dsbvhwas6wsxf

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uid://gj02g6p3xfip

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uid://dhsyx4mrm28oe

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uid://cl5ip4achfdwo

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uid://mjs6qb5p3q1a

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uid://ciqsy8msggcke

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uid://cwvlv0fbxhlgj

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uid://jvcfwahbmdsm

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uid://d21if6sepl888

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uid://dk1ge2xxgiev1

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scripts/core/boot.gd.uid Normal file
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uid://frm15unnr4w5

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uid://nva2x7o0ggw1

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uid://cd4pyfn6igpx0

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uid://jojnurcejyff

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uid://ctvohlyg6yr5m

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scripts/core/sfx.gd.uid Normal file
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uid://br583euuk842q

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uid://3lflq11qfg00

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uid://co3yk3efstys2

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uid://ce34amx3oagyx

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uid://cdxggdwnq1ctn

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uid://dy6utmjegblry

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uid://bs230fcuvorft

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uid://beng43qyj6rke

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uid://cfailgwvqv2fc

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uid://x0xva7tw6ind

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uid://f88v5i7s5e5c

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uid://ccpmq0ddkoc8g

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uid://dukt8gme03lsb

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uid://cpwa4sffdi3nt

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uid://b8wfmfnhg2edq

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uid://024u453fdbml

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uid://cbb3g7cjprhy8

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uid://br7isyu6hxnsd

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uid://cs6ucd2nldqmj

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uid://bccgr18dkfhad

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uid://w2qc4a4ai4vt

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scripts/net/chat.gd.uid Normal file
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uid://cj8ew4d4huen5

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uid://c3amf3mwhetmf

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uid://x0plvp658wne

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@@ -304,14 +304,14 @@ var _host_out := ""
var _host_port := DEFAULT_PORT
## Settings for a hosted game: name, password, port, a rules preset
## (co-op / rivals / adversarial) and the seed for a new island.
## (co-op / rivals / adversarial) and the seed and worldlet for a new island.
const PRESETS := {
"co-op": {"pvp": "false", "raiding": "false", "locks": "owner_and_friends", "death_penalty": "grave"},
"rivals": {"pvp": "true", "raiding": "false", "locks": "owner_and_friends", "death_penalty": "grave"},
"adversarial": {"pvp": "true", "raiding": "true", "locks": "owner", "death_penalty": "drop_all"},
}
func host(server_name: String, password: String, port: int, preset: String, seed: int) -> void:
func host(server_name: String, password: String, port: int, preset: String, seed: int, worldlet: String = "valley") -> void:
if hosting or state != "offline":
return
if _host_pid != 0 and OS.is_process_running(_host_pid):
@@ -324,8 +324,9 @@ func host(server_name: String, password: String, port: int, preset: String, seed
c.data.password = password
c.data.port = port
var fresh := not FileAccess.file_exists(host_config.get_base_dir().path_join("worlds/server-world/meta.json"))
if fresh:
if fresh: # (an island keeps its seed and worldlet once it's made)
c.data.seed = seed
c.data.worldlet = worldlet
c.save()
_host_port = port
var args := PackedStringArray(["--headless"])

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scripts/net/net.gd.uid Normal file
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uid://d1153ihwyw01t

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uid://bgyhqtmwppt4g

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uid://dim4cfgbtabvf

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scripts/net/rules.gd.uid Normal file
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uid://d2fotty6gceeh

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uid://cykv4lse4g62a

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uid://dkdnvh8f18o2x

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uid://cmk7ho2ij6esq

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scripts/ui/guide.gd.uid Normal file
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uid://dbijp4r843nyk

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uid://0npv7fub184o

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uid://87b73wsdjp7t

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@@ -370,6 +370,7 @@ func _host_page() -> Control:
_host_preset.add_item(n)
_host_preset.custom_minimum_size = Vector2(420, 36)
v.add_child(_host_preset)
_host_worldlet = _worldlet_picker(v)
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 10)
var c1 := VBoxContainer.new()
@@ -424,6 +425,7 @@ func _fill_host() -> void:
_host_seed.editable = not existing
_host_seed_label.text = "Seed" if not existing else "Seed (kept)"
_host_seed.text = "" if not existing else str(int(c.data.seed))
_show_host_worldlet(existing, meta_path)
_host_msg.text = "Your hosted island carries on where you left it." if existing else "A new island will be made."
_host_msg.add_theme_color_override("font_color", UITheme.TEXT_DIM)
_host_btn.disabled = false
@@ -439,7 +441,8 @@ func _start_host() -> void:
if name.is_empty():
name = "%s's island" % Net.get_identity().name
_host_btn.disabled = true
Net.host(name, _host_pw.text, int(port_t), PRESET_IDS[maxi(_host_preset.selected, 0)], seed)
Net.host(name, _host_pw.text, int(port_t), PRESET_IDS[maxi(_host_preset.selected, 0)], seed,
picked_worldlet(_host_worldlet))
func _on_host_status(text: String, failed: bool) -> void:
if not _pages["host"].visible:
@@ -591,6 +594,7 @@ func _new_page() -> Control:
_rot_pick.add_item(t[1])
_rot_pick.custom_minimum_size = Vector2(360, 36)
v.add_child(_rot_pick)
_worldlet_pick = _worldlet_picker(v)
var h := HBoxContainer.new()
h.add_theme_constant_override("separation", 10)
h.add_child(_button("Create & Play", _create, 170))
@@ -633,7 +637,8 @@ func _fill_list() -> void:
info.add_child(UITheme.label(w.name, 18))
var played := int(w.get("play_time", 0.0))
var when := Time.get_datetime_string_from_unix_time(int(w.get("last_played", 0)), true)
info.add_child(UITheme.label("seed %d · played %dh %02dm · %s" % [int(w.seed), played / 3600, (played / 60) % 60, when], 13, UITheme.TEXT_DIM))
info.add_child(UITheme.label("%s · seed %d · played %dh %02dm · %s" % [Terrain.worldlet_name(String(w.get("worldlet", "valley"))),
int(w.seed), played / 3600, (played / 60) % 60, when], 13, UITheme.TEXT_DIM))
h.add_child(info)
h.add_child(_button("Play", _play.bind(w.id), 80))
var del := Button.new()
@@ -681,7 +686,68 @@ func _create() -> void:
var seed_text := _seed_edit.text.strip_edges()
var seed := int(seed_text) if seed_text.is_valid_int() else (seed_text.hash() if not seed_text.is_empty() else randi())
var rot: String = ROT_CHOICES[maxi(_rot_pick.selected, 0)][0]
_play(Saves.create_world(world_name, seed, {"rot": rot}))
_play(Saves.create_world(world_name, seed, {"rot": rot, "worldlet": picked_worldlet(_worldlet_pick)}))
# --- worldlets (docs/WORLDLETS_DESIGN.md, W1) -----------------------------------------
const Terrain = preload("res://scripts/world/terrain.gd")
var _worldlet_pick: OptionButton
var _host_worldlet: OptionButton
## "Where": the worldlets a new world can start in, with the chosen one's
## description under it. (Only the Valley today: the others are reached on
## the journey, so the list is short and the picker sits still.)
func _worldlet_picker(v: VBoxContainer) -> OptionButton:
var starts: Array = Terrain.starting_worldlets()
v.add_child(UITheme.label("Where", 15, UITheme.TEXT_DIM))
var pick := OptionButton.new()
pick.custom_minimum_size = Vector2(360, 36)
pick.focus_mode = Control.FOCUS_NONE
for w in starts:
pick.add_item(String(w.name))
pick.set_item_metadata(pick.item_count - 1, String(w.id))
pick.disabled = starts.size() < 2
v.add_child(pick)
var about := UITheme.label(String(starts[0].description) if not starts.is_empty() else "", 13, UITheme.TEXT_DIM)
about.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
about.custom_minimum_size = Vector2(360, 0)
v.add_child(about)
pick.item_selected.connect(func(i: int):
about.text = String(Terrain.load_worldlet(String(pick.get_item_metadata(i))).get("description", "")))
return pick
## The Host page's "Where": a hosted island keeps its worldlet, like its
## seed, so once it exists the picker shows that one and stays put.
func _show_host_worldlet(existing: bool, meta_path: String) -> void:
var id := "valley"
if existing:
var meta: Variant = JSON.parse_string(FileAccess.get_file_as_string(meta_path))
if meta is Dictionary:
id = String(meta.get("worldlet", "valley"))
var i := select_worldlet(_host_worldlet, id)
if i >= 0:
_host_worldlet.item_selected.emit(i)
_host_worldlet.disabled = existing or _host_worldlet.item_count < 2
## Selects worldlet `id` in `pick`, adding it if it isn't a starting one
## (an island made somewhere else). Returns its index, or -1.
static func select_worldlet(pick: OptionButton, id: String) -> int:
for i in pick.item_count:
if String(pick.get_item_metadata(i)) == id:
pick.select(i)
return i
if Terrain.load_worldlet(id).is_empty():
return -1
pick.add_item(Terrain.worldlet_name(id))
pick.set_item_metadata(pick.item_count - 1, id)
pick.select(pick.item_count - 1)
return pick.item_count - 1
## The id of the worldlet chosen in `pick` (the Valley if nothing is).
static func picked_worldlet(pick: OptionButton) -> String:
if pick == null or pick.item_count == 0 or pick.selected < 0:
return "valley"
return String(pick.get_item_metadata(pick.selected))
## The tutorial (docs/TUTORIAL_DESIGN.md): its own world on the original
## island (seed 1337), made the first time and carried on after that.

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uid://5vs0iggnxpuc

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uid://bmcefncielej3

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uid://c4dyxek30amhh

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@@ -169,9 +169,20 @@ static func worldlets() -> Array:
if f.ends_with(".json"):
var d := load_worldlet(f.get_basename())
if not d.is_empty():
out.append({"id": String(d.id), "name": String(d.get("name", d.id)), "description": String(d.get("description", ""))})
out.append({"id": String(d.id), "name": String(d.get("name", d.id)), "description": String(d.get("description", "")),
"start": bool(d.get("start", false))})
out.sort_custom(func(a, b): return a.id == "valley" or (b.id != "valley" and a.name < b.name))
return out
## The worldlets a new world can start in (the rest are reached on the journey).
static func starting_worldlets() -> Array:
return worldlets().filter(func(w): return w.start)
## A worldlet's display name ("Valley"), or its id if there's no such worldlet.
static func worldlet_name(id: String) -> String:
var d := load_worldlet(id)
return String(d.get("name", id)) if not d.is_empty() else id
## Takes on worldlet `id`: its size and every block's numbers. Returns ""
## on success, else what's wrong (an unknown worldlet or block keeps the old
## settings, so the game still has an island).

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uid://b5x4pld4ecyr4

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uid://ch20dfnan2yed

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tests/net_bot.gd.uid Normal file
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uid://coc65tapbhoan

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uid://c770mv6jl6dbb

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@@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then
echo "Importing the project first (fresh copy)..."
godot --headless --path . --import >/dev/null 2>&1
fi
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_terrain_edges test_boundary; do
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_worldlet_pick test_terrain_edges test_boundary; do
extra=""
[ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
# A suite that waits on a world that failed to load would hang forever,

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uid://ck4x0gw0w6q54

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uid://dkwpi1kjp11us

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uid://bveecfelviv2q

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uid://bwv2gjno475ns

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uid://emp4g3jo3n6u

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uid://b181ahffmk3oy

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uid://dpmqwgnwum26x

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uid://dlm83u70hui08

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uid://ba0oxbbweqnos

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uid://b5jjbmkuhcyu2

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uid://c2sl304vqgqjm

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@@ -46,7 +46,7 @@ func _body() -> void:
var statuses: Array[String] = []
Net.host_status.connect(func(t, _f): statuses.append(t))
print("hosting")
Net.host("Alice's island", "", PORT, "rivals", 4242)
Net.host("Alice's island", "", PORT, "rivals", 4242, "valley")
check(Net.hosting, "Host Game starts a server (%s)" % ", ".join(statuses))
await _until(func(): return Net.state == "connected", 40.0)
check(Net.state == "connected", "and joins it (%s)" % " -> ".join(statuses))
@@ -56,6 +56,7 @@ func _body() -> void:
"with the name and the rules picked (friendly rivals: PvP on)")
check(bool(Net.players.get(Net.local_peer, {}).get("admin", false)), "and Alice is its admin")
check(int(Net.world_info.get("seed", 0)) == 4242, "a new island from the seed given (%d)" % int(Net.world_info.get("seed", 0)))
check(String(Net.world_info.get("worldlet", "")) == "valley", "in the worldlet picked (%s)" % Net.world_info.get("worldlet", "-"))
var addrs: Array[String] = Net.my_addresses()
check(not addrs.is_empty(), "the addresses friends can use: %s" % ", ".join(addrs))
var log_path := ProjectSettings.globalize_path(DIR + "/server.log")
@@ -105,10 +106,12 @@ func _body() -> void:
c.data.backups_kept = 3
c.save()
statuses.clear()
Net.host("Alice's island", "", PORT, "co-op", 999)
Net.host("Alice's island", "", PORT, "co-op", 999, "cove")
await _until(func(): return Net.state == "connected", 40.0)
check(Net.state == "connected", "Host Game again: joined (%s)" % " -> ".join(statuses))
check(int(Net.world_info.get("seed", 0)) == 4242, "the same island (seed %d, not the new one typed)" % int(Net.world_info.get("seed", 0)))
check(String(load("res://scripts/net/server_config.gd").open(DIR + "/server.json").data.worldlet) == "valley",
"and the same worldlet (the Valley, not the new one picked)")
check(not bool(Net.server_info.get("pvp", true)), "with the rules picked this time (co-op: PvP off)")
check(_backups().size() == 3, "start-up made a backup, and only backups_kept (3) are kept (%d)" % _backups().size())
_finished = true

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uid://ci1cmi2muyyhm

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uid://clqu3m2ic4h1y

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uid://dxjnvqs81vu4l

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uid://bdcf2xkerrlw1

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uid://dy1iyx1vqbbrg

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uid://8mmbdrbtg53y

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tests/test_worldlet_pick.gd Normal file
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@@ -0,0 +1,110 @@
extends SceneTree
## W1 (docs/WORLDLETS_DESIGN.md): choosing a worldlet. The New World and Host
## Game pages have a "Where" picker listing the worldlets a new world can
## start in (only the Valley today, so it sits still); a world made from it
## remembers it; the Load list says where each world is; and a hosted island
## keeps its worldlet, like its seed, once it's made.
## Run: godot --headless --path . --script res://tests/test_worldlet_pick.gd
const DIR := "user://test_worldlet_pick"
var _fails := 0
var _finished := false
func check(cond: bool, what: String) -> void:
print((" ok " if cond else " FAIL ") + what)
if not cond:
_fails += 1
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
var S: Node = root.get_node("Saves")
var Net: Node = root.get_node("Net")
S.root_dir = DIR + "/worlds"
_rm_tree(DIR)
DirAccess.make_dir_recursive_absolute(DIR)
Net.host_config = DIR + "/server/server.json"
var me = load("res://scripts/net/identity.gd").open(DIR + "/me")
me.name = "Alice"
Net.identity = me
await _body(S, Net)
check(_finished, "test ran to the end (no script errors)")
_rm_tree(DIR)
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
quit(1 if _fails > 0 else 0)
func _body(S: Node, Net: Node) -> void:
var T: Script = load("res://scripts/world/terrain.gd")
var TS: Script = load("res://scripts/ui/title_screen.gd")
print("the worldlets to start in")
var starts: Array = T.starting_worldlets()
check(starts.size() == 1 and String(starts[0].id) == "valley", "only the Valley (%s)" % [starts.map(func(w): return w.id)])
check(T.worldlets().all(func(w): return w.has("start")), "every worldlet says whether it's a start")
check(T.worldlet_name("valley") == "Valley", "the Valley's name, for the menus")
check(T.worldlet_name("nowhere") == "nowhere", "(an unknown one: its id)")
check(TS.picked_worldlet(null) == "valley", "nothing picked: the Valley")
print("the New World page")
var title: Node = load("res://scenes/title.tscn").instantiate()
root.add_child(title)
for _i in range(3):
await process_frame
var pick: OptionButton = title._worldlet_pick
check(pick != null and pick.item_count == 1 and pick.get_item_text(0) == "Valley", "a \"Where\" picker with the Valley in it")
check(pick.disabled, "which sits still with only one choice")
check(TS.picked_worldlet(pick) == "valley", "and gives the Valley")
var id: String = S.create_world("Pick test", 4242, {"worldlet": TS.picked_worldlet(pick)})
var meta: Dictionary = S.list_worlds().filter(func(w): return w.id == id)[0] if not id.is_empty() else {}
check(String(meta.get("worldlet", "")) == "valley", "a world made from it remembers the Valley (%s)" % meta.get("worldlet", "-"))
print("the Load list")
title._show("load")
await process_frame
check(_texts(title._list).any(func(t): return t.begins_with("Valley · seed 4242")), "says where each world is (%s)" % [_texts(title._list)])
print("the Host Game page")
var hp: OptionButton = title._host_worldlet
check(hp != null and hp.get_item_text(hp.selected) == "Valley", "a \"Where\" picker too, on the Valley")
title._show("host")
await process_frame
check(hp.disabled and TS.picked_worldlet(hp) == "valley", "a new island: the Valley (the only start)")
# Once the island exists it keeps its worldlet: the picker shows that one.
DirAccess.make_dir_recursive_absolute(DIR + "/server/worlds/server-world")
var f := FileAccess.open(DIR + "/server/worlds/server-world/meta.json", FileAccess.WRITE)
f.store_string(JSON.stringify({"seed": 7, "worldlet": "valley"}))
f.close()
title._show("host")
await process_frame
check(hp.disabled and TS.picked_worldlet(hp) == "valley", "an island already made: shows its worldlet, locked")
check(title._host_seed_label.text == "Seed (kept)", "(like its seed)")
# A worldlet that isn't a start (an island made elsewhere) is still shown.
var extra := OptionButton.new()
extra.add_item("Valley")
extra.set_item_metadata(0, "valley")
check(TS.select_worldlet(extra, "valley") == 0, "select_worldlet finds the Valley")
check(TS.select_worldlet(extra, "nowhere") == -1 and extra.item_count == 1, "and adds nothing for an unknown one")
extra.free()
title.queue_free()
await process_frame
print("hosting records the worldlet")
var C: Script = load("res://scripts/net/server_config.gd")
check(String(C.open(DIR + "/server/server.json").data.worldlet) == "valley", "server.json's worldlet is the Valley by default")
_finished = true
func _texts(n: Node) -> Array:
var out: Array = []
for c in n.find_children("*", "Label", true, false):
out.append(String(c.text))
return out
static func _rm_tree(d: String) -> void:
if not DirAccess.dir_exists_absolute(d):
return
for f in DirAccess.get_files_at(d):
DirAccess.remove_absolute(d.path_join(f))
for s in DirAccess.get_directories_at(d):
_rm_tree(d.path_join(s))
DirAccess.remove_absolute(d)

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