extends SceneTree ## M1a core loop, end to end through the Actions intent layer: inventory ## stacking, crafting (hand + station), chopping, mining, pickups, placing ## pieces and chest storage. ## ## Run: godot --headless --path . --script res://tests/test_survival_core.gd var _fails := 0 var _finished := false ## set at the very end; a script error aborts before it var _actions: Node var _db: Node 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: # Autoloads aren't resolvable by name in a --script SceneTree before the # main loop runs, so grab them from the root. _actions = root.get_node("Actions") _db = root.get_node("ItemDB") _test_inventory() var world: Node3D = load("res://scenes/world.tscn").instantiate() root.add_child(world) for _i in range(5): await physics_frame await _test_world(world) check(_finished, "test ran to the end (no script errors)") print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails]) quit(1 if _fails > 0 else 0) func _test_inventory() -> void: print("inventory") var inv := Inventory.new(4) check(inv.add("stick", 120) == 0, "120 sticks fit in 4 slots of 50") check(inv.get_slot(0).count == 50 and inv.get_slot(2).count == 20, "stacks fill to 50 then spill") check(inv.add("stone", 200) == 150, "overflow is returned as leftover (1 free slot = 50 fit)") check(inv.remove("stick", 70) and inv.count("stick") == 50, "remove takes from the end") check(not inv.remove("flint", 1), "can't remove what you don't have") var cursor = inv.click(0, null, true) check(cursor.count == 25 and inv.get_slot(0).count == 25, "right-click picks up half") cursor = inv.click(0, cursor, false) check(cursor == null and inv.get_slot(0).count == 50, "left-click merges it back") func _test_world(world: Node3D) -> void: var player: CharacterBody3D = world.get_node("Player") var terrain: Node3D = world.get_node("Terrain") var inv: Inventory = player.inventory print("crafting") check(not _actions.craft(player, "stone_axe"), "can't craft an axe with nothing") inv.add("stick", 4); inv.add("flint", 3); inv.add("stone", 3) check(_actions.craft(player, "stone_axe") and inv.count("stone_axe") == 1, "craft stone axe") check(inv.count("stick") == 2 and inv.count("flint") == 1, "axe consumed 2 sticks + 2 flint") check(_actions.craft(player, "stone_pickaxe") and inv.count("stone_pickaxe") == 1, "craft stone pickaxe") print("chopping") var tree := _nearest(world, player, "tree") check(tree != null, "found a harvestable tree") if tree != null: player.global_position = tree.global_position + Vector3(1.5, 0.2, 0) _hold(player, "stone_axe") var hits := 0 while not tree.depleted and hits < 20: _actions.harvest_hit(player, tree, tree.global_position + Vector3(0, 1, 0)) hits += 1 check(tree.depleted, "tree felled after %d hits" % hits) check(inv.count("wood") >= 4, "got wood from the tree (%d)" % inv.count("wood")) check(not _actions.harvest_hit(player, tree, tree.global_position), "a stump can't be chopped again") print("mining") var rock := _nearest(world, player, "rock") check(rock != null, "found a mineable boulder") if rock != null: player.global_position = rock.global_position + Vector3(2.0, 0.5, 0) _hold(player, "stone_axe") check(not _actions.harvest_hit(player, rock, rock.global_position), "an axe can't mine rock") _hold(player, "stone_pickaxe") var stone_before := inv.count("stone") var hits := 0 while is_instance_valid(rock) and not rock.depleted and hits < 20: _actions.harvest_hit(player, rock, rock.global_position) hits += 1 check(inv.count("stone") > stone_before and inv.count("flint") >= 1, "mined stone and flint") print("pickups") var pk: Node3D = null var best := INF for p in world.get_node("Props/Pickups").get_children(): var d := player.global_position.distance_to(p.global_position) if d < best: best = d pk = p check(pk != null, "pickups exist on the ground") if pk != null: var id: String = pk.item_id var before := inv.count(id) player.global_position = pk.global_position + Vector3(30.0, 0.5, 0) check(not _actions.pickup(player, pk), "out-of-reach pickup is refused") player.global_position = pk.global_position + Vector3(0.5, 0.5, 0) var picked: bool = _actions.pickup(player, pk) check(picked and inv.count(id) == before + 1, "picked up a %s" % id) print("building") inv.add("wood", 30); inv.add("flint", 4); inv.add("stick", 8) check(not _actions.craft(player, "chest"), "chest needs a workbench") check(_actions.craft(player, "workbench"), "craft workbench by hand") var spot := _flat_spot(terrain, world) player.global_position = spot + Vector3(0, 0.5, 3.0) var slot := _hold(player, "workbench") var bench_xf := Transform3D(Basis(), spot) check(world.placement_valid(ItemDB_get(player, "workbench"), bench_xf), "flat clear ground is valid") check(_actions.place(player, slot, bench_xf, world), "placed the workbench") check(inv.count("workbench") == 0, "placing consumed the item") await physics_frame # let the physics server register the new body check(not world.placement_valid(ItemDB_get(player, "workbench"), bench_xf), "can't place on top of it") check(_actions.craft(player, "chest"), "chest crafts next to the workbench") var chest_xf := Transform3D(Basis(), Vector3(spot.x + 2.6, terrain.sample_height(spot.x + 2.6, spot.z), spot.z)) slot = _hold(player, "chest") check(_actions.place(player, slot, chest_xf, world), "placed the chest") var chest: Node = null for c in world.get_node("Pieces").get_children(): if c.item_id == "chest": chest = c check(chest != null, "chest exists in the world") if chest != null: var wood_slot := -1 for i in range(inv.size()): if inv.get_slot(i) != null and inv.get_slot(i).id == "wood": wood_slot = i var moving: int = inv.get_slot(wood_slot).count _actions.transfer(player, inv, wood_slot, chest.inventory, chest) check(chest.inventory.count("wood") == moving, "shift-click stored %d wood in the chest" % moving) _finished = true func ItemDB_get(_p, id: String) -> Dictionary: return _db.get_item(id) ## Puts one of `id` into hotbar slot 0 and selects it. Returns the slot. func _hold(player: Node, id: String) -> int: var inv: Inventory = player.inventory for i in range(inv.size()): var s = inv.get_slot(i) if s != null and s.id == id: var tmp = inv.get_slot(0) inv.set_slot(0, s) inv.set_slot(i, tmp) break player.select(0) return 0 func _nearest(world: Node, player: Node3D, kind: String) -> Node3D: var best: Node3D = null var bd := INF for n in world.get_tree().get_nodes_in_group("harvestable"): if n.kind == kind and not n.depleted: var d := player.global_position.distance_to(n.global_position) if d < bd: bd = d best = n return best func _flat_spot(terrain: Node3D, world: Node3D) -> Vector3: var def: Dictionary = _db.get_item("workbench") for r in range(0, 60, 3): for k in range(12): var a := TAU * k / 12.0 var x := cos(a) * r var z := sin(a) * r var p := Vector3(x, terrain.sample_height(x, z), z) if world.placement_valid(def, Transform3D(Basis(), p)) and world.placement_valid(def, Transform3D(Basis(), p + Vector3(2.6, 0, 0))): return p return Vector3.ZERO