extends SceneTree ## 0.6.0 (docs/WORLDLETS_DESIGN.md ยง5): the Cove's own wildlife. Crabs come ## up the beach at dusk (never in the Valley, never by day), keep to the ## sand, pinch anyone who walks too close and let them go once they back ## off; a dead one gives crab meat, which cooks; at dawn they go back into ## the sea. Gulls are the Cove's crows: food left on the sand draws a gull ## (inland it's still a crow), and so does fish on a smoking rack nobody's ## watching; a gull snatches one and flies off, and drops it if you shoot it. ## Run: godot --headless --path . --script res://tests/test_shore.gd var _fails := 0 var _finished := false var S: Node var A: Node var DB: Node var _toasts: Array[String] = [] var w: Node3D var player: CharacterBody3D var sh: Node var th: Node var beach := Vector3.ZERO ## a spot on the sand, just above the waterline 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_shore_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 return x func _set_time(hours: float) -> void: w.day_night.day = 3 w.day_night.time = hours / 24.0 w.day_night.apply(true) func _ground(p: Vector3) -> Vector3: return Vector3(p.x, w.terrain.sample_height(p.x, p.z), p.z) func _toast_has(s: String) -> bool: return _toasts.any(func(t): return String(t).contains(s)) ## Runs the crabs (shore.gd and each crab) for up to `secs`. func _sim_crabs(secs: float, until: Callable = Callable()) -> float: var t := 0.0 while t < secs: sh.step(0.1) for c in sh.get_children(): if is_instance_valid(c) and not c.is_queued_for_deletion(): c.set_physics_process(false) c.step(0.1) t += 0.1 if until.is_valid() and until.call(): break if int(t * 10) % 10 == 0: await physics_frame return t ## Runs the thieves for up to `secs`. func _sim_thieves(secs: float, until: Callable = Callable()) -> float: var t := 0.0 while t < secs: th.step(0.1) for c in th.get_children(): if is_instance_valid(c) and not c.is_queued_for_deletion(): c.set_physics_process(false) c.step(0.1) t += 0.1 if until.is_valid() and until.call(): break if int(t * 10) % 10 == 0: await physics_frame return t func _thief(kind: String) -> Node3D: for c in th.alive(): if c.kind == kind: return c return null func _clear_thieves() -> void: for c in th.get_children(): c.queue_free() for d in w.all_dropped(): d.queue_free() await physics_frame ## A spot on the sand just above the waterline, in the middle of the bay. func _find_beach() -> Vector3: var t: Node3D = w.terrain var a := deg_to_rad(float(t.beach_angle_deg)) for off in [0.0, 0.25, -0.25, 0.5, -0.5]: for r in range(20, 140): var x := cos(a + off) * r var z := sin(a + off) * r var h: float = t.sample_height(x, z) if t.beach_weight(x, z) > 0.85 and h > t.water_level + 0.5 and h < t.water_level + 0.9: return Vector3(x, h, z) return Vector3.INF func _body() -> void: print("the Valley") S.current_id = S.create_world("Valley", 1337) w = await _load() check(w.shore == null, "no crabs in the Valley") check(w.thieves != null and not w.thieves.gulls, "and no gulls") w.queue_free() for _i in range(3): await process_frame S.current_id = S.create_world("Cove", 1337, {"worldlet": "cove"}) w = await _load() player = w.player player.set_physics_process(false) player.survival.set_process(false) w.day_night.frozen = true w.weather.set_process(false) w.weather.force("clear") if w.wolves != null: w.wolves.enabled = false for c in w.creatures.alive(): c.queue_free() sh = w.shore th = w.thieves check(sh != null and th.gulls, "the Cove has crabs and gulls") if sh == null: return sh.set_physics_process(false) th.enabled = false w.creatures.set_process(false) # (keeps rabbits out of the way; creatures.enabled stays true) beach = _find_beach() check(beach != Vector3.INF, "a spot on the beach (%s)" % [beach]) if beach == Vector3.INF: return await _crabs() await _gulls() _net() _finished = true func _crabs() -> void: print("crabs") _set_time(12.0) player.global_position = beach await _sim_crabs(10.0) check(sh.alive().is_empty(), "none by day") _set_time(18.0) await _sim_crabs(20.0, func(): return sh.alive().size() >= sh.BUDGET) var crabs: Array = sh.alive() check(crabs.size() == sh.BUDGET, "at dusk they come up the beach (%d)" % crabs.size()) var t: Node3D = w.terrain check(crabs.all(func(c): return t.on_sand(c.global_position.x, c.global_position.z)), "on the sand at the waterline (%s)" % [crabs.map(func(c): return "%.2f" % (c.global_position.y - t.water_level))]) check(crabs.all(func(c): return c.global_position.distance_to(beach) >= sh.NOT_WITHIN), "and not right beside you") print("keeping to the sand") player.global_position = beach await _sim_crabs(40.0) crabs = sh.alive() check(crabs.size() >= 3 and crabs.all(func(c): return t.water_level + 0.1 < c.global_position.y and c.global_position.y < t.water_level + t.SAND_TOP + 0.2), "40 s on, they're all still on the sand (%d)" % crabs.size()) print("a pinch") for c in crabs: c.queue_free() await physics_frame var crab: Node3D = sh.spawn(beach + Vector3(1.6, 0, 0)) crab.set_physics_process(false) player.global_position = _ground(beach) player.survival.health = player.survival.MAX var h0: float = player.survival.health sh.enabled = false # (just this one) await _sim_crabs(3.0) check(crab.state == "charge", "walk within a couple of metres and it comes at you") check(player.survival.health < h0 and player.survival.health > h0 - 20.0, "and pinches (%.0f -> %.0f)" % [h0, player.survival.health]) check(crab.interact_prompt(player).contains("claws up"), "(\"%s\")" % crab.interact_prompt(player)) player.global_position = _ground(crab.global_position + Vector3(9, 0, 0)) await _sim_crabs(8.0) check(crab.state in ["wander", "idle"], "back off and it lets you go (%s)" % crab.state) var h1: float = player.survival.health await _sim_crabs(5.0) check(is_equal_approx(player.survival.health, h1), "no more pinches from over there") print("crab supper") crab.take_hit(20.0, player.global_position) check(crab.is_dead() and crab.interact_prompt(player).contains("Crack it open"), "a blow kills it: [E] Crack it open") player.global_position = _ground(crab.global_position + Vector3(0.8, 0, 0)) var before: int = player.inventory.count("crab_meat") A.butcher(player, crab) var got: int = player.inventory.count("crab_meat") - before check(got >= 1 and got <= 2, "crab meat (%d)" % got) check(DB.get_item("crab_meat").has("food") and DB.get_item("cooked_crab").has("food"), "it's food, raw and cooked") var r: Dictionary = DB.recipes.get("cooked_crab", {}) check(not r.is_empty() and String(r.get("station", "")) == "campfire" and int(Dictionary(r.inputs).get("crab_meat", 0)) == 2, "two of it cook into a Cooked Crab at a campfire") print("dawn") sh.enabled = true _set_time(19.0) await _sim_crabs(20.0, func(): return sh.alive().size() >= 3) check(sh.alive().size() >= 3, "(a few more come up)") _set_time(7.0) await _sim_crabs(2.0) check(sh.alive().all(func(c): return c.state == "home"), "at dawn they head back to the sea") await _sim_crabs(45.0, func(): return sh.get_children().filter(func(c): return not c.is_queued_for_deletion()).is_empty()) check(sh.get_children().filter(func(c): return not c.is_queued_for_deletion()).is_empty(), "and are gone") await _sim_crabs(10.0) check(sh.alive().is_empty(), "none come up by day") sh.enabled = false func _gulls() -> void: print("gulls on the sand") _set_time(12.0) _toasts.clear() var fish: Node3D = w.drop_item("mackerel", 3, Transform3D(Basis(), beach + Vector3(0, 0.15, 0))) player.global_position = _ground(beach + Vector3(-25, 0, 0)) check(not th.on_sand(w.build.debug_find_site(w._spawn, 6.0)), "(the grass above the beach isn't sand)") await _sim_thieves(30.0, func(): return _thief("gull") != null or _thief("crow") != null) var gull := _thief("gull") check(gull != null and _thief("crow") == null, "food left on the sand draws a gull, not a crow") if gull == null: return await _sim_thieves(30.0, func(): return not gull.carry.is_empty()) check(String(gull.carry.get("id", "")) == "mackerel" and int(fish.amount) == 2, "it snatches one mackerel (%d left)" % int(fish.amount)) check(_toast_has("gull has snatched"), "and you hear about it (%s)" % [_toasts]) check(gull.state == "fly_off", "then it's off with it") print("shooting one") await _sim_thieves(1.0) gull.take_hit(10.0, player.global_position) check(gull.is_dead(), "an arrow brings it down") var back: Array = w.all_dropped().filter(func(d): return d.item_id == "mackerel" and d != fish) check(back.size() == 1 and int(back[0].amount) == 1, "and it drops the mackerel") check(int(gull.butcher_drops().get("feather", 0)) >= 1, "(feathers)") await _clear_thieves() print("inland") var site: Vector3 = w.build.debug_find_site(w._spawn, 6.0) if th.on_sand(site): site = _ground(Vector3(-40, 0, -10)) var berries: Node3D = w.drop_item("berries", 3, Transform3D(Basis(), _ground(site) + Vector3(0, 0.15, 0))) player.global_position = _ground(site + Vector3(25, 0, 0)) await _sim_thieves(30.0, func(): return not th.alive().is_empty()) check(_thief("crow") != null and _thief("gull") == null, "food left inland still draws a crow") berries.queue_free() await _clear_thieves() print("a smoking rack") var rp := _ground(site + Vector3(3, 0, 3)) var rack: Node3D = w.spawn_piece(DB.get_item("smoking_rack"), Transform3D(Basis(), rp)) rack.set_process(false) rack.inventory.add("mackerel", 1) # (one: not enough to smoke, so it stays raw) rack.inventory.add("smoked_fish", 2) player.global_position = _ground(rp + Vector3(6, 0, 0)) await _sim_thieves(40.0) check(th.alive().is_empty(), "with you beside it, nothing comes") player.global_position = _ground(rp + Vector3(25, 0, 0)) _toasts.clear() await _sim_thieves(30.0, func(): return _thief("gull") != null) gull = _thief("gull") check(gull != null, "left alone, a gull comes for the fish on it") if gull != null: await _sim_thieves(30.0, func(): return not gull.carry.is_empty()) check(rack.inventory.count("mackerel") + rack.inventory.count("smoked_fish") == 2, "and takes one (%s)" % [gull.carry]) check(_toast_has("smoking rack"), "(\"A gull's at the fish on your smoking rack!\")") await _clear_thieves() rack.inventory.remove("mackerel", 5) rack.inventory.remove("smoked_fish", 5) rack.inventory.add("wood", 2) await _sim_thieves(40.0) check(th.alive().is_empty(), "no fish on it, no gull") print("at night") _set_time(22.0) var meat: Node3D = w.drop_item("raw_meat", 2, Transform3D(Basis(), beach + Vector3(0, 0.15, 0))) player.global_position = _ground(beach + Vector3(25, 0, 0)) await _sim_thieves(30.0, func(): return not th.alive().is_empty()) check(_thief("fox") != null and _thief("gull") == null, "at night it's a fox, sand or not") meat.queue_free() await _clear_thieves() func _net() -> void: print("online") var CN: Node = root.get_node("CreatureNet") for k in [["crab", "home"], ["crab", "charge"], ["gull", "peck"]]: var c: Node3D = (sh.CrabScript if k[0] == "crab" else th.GullScript).new() c.setup(k[0], w, beach, 5) c.set_physics_process(false) w.add_child(c) c.set_meta("cid", 42) c.state = k[1] var buf := PackedByteArray() buf.resize(CN.ENTRY) CN._encode(buf, 0, c) var e: Array = CN._decode(buf, 0) check(e[1] == k[0] and e[4] == k[1], "a %s goes over the network (%s, %s)" % [k[0], e[1], e[4]]) c.free()