extends SceneTree ## 0.6.0 (docs/WORLDLETS_DESIGN.md ยง5): the rowing boat. Seagrass washes up ## at the Cove's tide line and pine trees give resin when felled; seagrass ## twists into rope, resin and salt boil into pitch at a campfire, and ## driftwood, rope, pitch and nails make a rowing boat at a workbench. The ## mooring post at the end of the pier ties it up at a berth of its own, one ## for each player, and it's saved there. "Set sail" needs the ship's ## compass, and even then the Highlands aren't charted yet. No pier, no ## moorings: none in the Valley. ## Run: godot --headless --path . --script res://tests/test_boat.gd var _fails := 0 var _finished := false var S: Node var A: Node var DB: Node var _toasts: Array[String] = [] 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: S = root.get_node("Saves") A = root.get_node("Actions") DB = root.get_node("ItemDB") A.notify.connect(func(t): _toasts.append(t)) S.root_dir = "user://test_boat_worlds" for x in S.list_worlds(): S.delete_world(x.id) await _body() check(_finished, "test ran to the end (no script errors)") for x in S.list_worlds(): S.delete_world(x.id) DirAccess.remove_absolute(S.root_dir) print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails]) quit(1 if _fails > 0 else 0) func _load() -> Node3D: var x: Node3D = load("res://scenes/world.tscn").instantiate() root.add_child(x) for _i in range(8): await physics_frame x.creatures.enabled = false x.player.set_physics_process(false) x.player.survival.set_process(false) return x func _drop(x: Node3D) -> void: x.queue_free() for _i in range(3): await process_frame func _toast_has(s: String) -> bool: return _toasts.any(func(t): return String(t).contains(s)) func _body() -> void: print("the Valley") S.current_id = S.create_world("Valley", 1337) var w: Node3D = await _load() check(w.moorings == null, "no pier, no moorings") var resin: Array = w.props.resource_nodes.values().filter(func(n): return n.drops_final.has("pine_resin")) check(resin.size() > 20, "its pines give resin when felled (%d trees)" % resin.size()) await _drop(w) print("the Cove") var cove: String = S.create_world("Cove", 1337, {"worldlet": "cove"}) S.current_id = cove w = await _load() var t: Node3D = w.terrain var mo: Node3D = w.moorings check(mo != null, "moorings at the pier") if mo == null: return check(mo.post.global_position.distance_to(w.pier.end) < 2.0, "a mooring post at the end of the pier") var deep := true var depths: Array = [] for i in range(mo.BERTHS): var b: Transform3D = mo.berth_xf(i) var wa: Dictionary = w.water_at(b.origin.x, b.origin.z) depths.append("%.1f" % float(wa.get("depth", -1.0))) deep = deep and not wa.is_empty() and float(wa.depth) > 0.6 and not w.pier.covers(b.origin.x, b.origin.z, 0.2) check(deep, "%d berths alongside it, all in open water (%s m deep)" % [mo.BERTHS, ", ".join(depths)]) var grass: Array = w.props.pickups.values().filter(func(p): return p.item_id == "seagrass") check(grass.size() >= 15 and grass.all(func(p): return t.on_sand(p.global_position.x, p.global_position.z)), "seagrass at the tide line (%d)" % grass.size()) print("building it") var p: Node3D = w.player p.global_position = w.build.debug_find_site(w._spawn, 3.0) var inv = p.inventory inv.add("seagrass", 12) inv.add("pine_resin", 6) inv.add("salt", 3) inv.add("driftwood", 12) inv.add("nails", 6) var ok := true for i in range(4): ok = A.craft(p, "rope") and ok check(ok and inv.count("rope") == 4 and inv.count("seagrass") == 0, "3 seagrass twist into a rope, by hand") check(not A.craft(p, "pitch"), "pitch needs a fire") var fire: Node3D = w.spawn_piece(DB.get_item("campfire"), Transform3D(Basis(), p.global_position + Vector3(2, 0, 0))) for i in range(3): ok = A.craft(p, "pitch") and ok check(ok and inv.count("pitch") == 3 and inv.count("salt") == 0, "2 resin and a salt boil into pitch at a campfire") check(not A.craft(p, "rowing_boat"), "the boat needs a workbench") w.spawn_piece(DB.get_item("workbench"), Transform3D(Basis(), p.global_position + Vector3(-2, 0, 0))) check(A.craft(p, "rowing_boat") and inv.count("rowing_boat") == 1, "driftwood, rope, pitch and nails: a rowing boat") check(inv.count("driftwood") == 0 and inv.count("rope") == 0 and inv.count("pitch") == 0 and inv.count("nails") == 0, "(all used)") w.remove_piece(fire) print("tying it up") p.global_position = mo.post.global_position + w.pier.dir * -1.0 var me: String = mo.post.id_of(p) check(mo.post.interact_prompt(p).contains("[E] Tie up your boat"), "the post: [E] Tie up your boat") _toasts.clear() mo.post.interact(p) check(mo.has_boat(me) and inv.count("rowing_boat") == 0, "it's tied up, out of your bag") check(_toast_has("tie your boat up"), "(and it says so)") var boat: Node3D = mo.boats.get(me) check(boat != null and boat.global_position.distance_to(mo.berth_xf(int(mo.moored[me].berth)).origin) < 0.3, "at a berth by the pier") check(boat != null and boat.interact_prompt(p) == "Your rowing boat [E] Set sail", "\"Your rowing boat [E] Set sail\"") check(mo.post.interact_prompt(p).contains("your boat's tied up"), "the post knows") inv.add("rowing_boat", 1) _toasts.clear() check(not mo.moor(p, me) and inv.count("rowing_boat") == 1, "one boat each: a second doesn't go in") inv.remove("rowing_boat", 1) print("setting sail") _toasts.clear() boat.interact(p) check(_toast_has("without a ship's compass"), "without a ship's compass you'd be lost (%s)" % [_toasts]) inv.add("ship_compass", 1) _toasts.clear() boat.interact(p) check(_toast_has("nobody's charted the way to the Highlands"), "with it: the Highlands aren't charted yet") check(mo.has_boat(me), "(and it stays tied up)") print("someone else's") inv.add("rowing_boat", 1) check(mo.moor(p, "someone-else"), "someone else ties up theirs") check(mo.boats.size() == 2 and int(mo.moored["someone-else"].berth) != int(mo.moored[me].berth), "at a berth of its own") check(mo.boats["someone-else"].interact_prompt(p) == "Someone's rowing boat", "not yours: \"Someone's rowing boat\"") _toasts.clear() mo.boats["someone-else"].interact(p) check(_toasts.is_empty(), "and you can't sail it") print("saved") var state: Dictionary = w.collect_save() S.save_state(cove, state, 1.0) await _drop(w) w = await _load() mo = w.moorings check(mo != null and mo.has_boat(me) and mo.has_boat("someone-else") and mo.boats.size() == 2, "both boats are still there after a reload") await _drop(w) _finished = true