extends SceneTree ## Terrain edge check, for several seeds: in the band just inside the boundary ## wall there must be (1) no water deeper than you can wade out of, and (2) no ## water without a bank, i.e. ground that drops away outward. The inland water ## surface stops at the wall, so unbanked water hangs in the air over the drop. ## This is the bug where the player fell into floating water by the sea cliff. ## Shallow ponds at the foot of the mountains are fine: the slope holds them. ## ## Run: godot --headless --path . --script res://tests/test_terrain_edges.gd const BAND := 10.0 # metres inside the wall to check const MAX_EDGE_DEPTH := 1.0 # deepest allowed water near the edge (wadeable) const BANK_CHECK := 12.0 # how far outward the bank must rise above water ## The original island plus a spread of other seeds: new worlds get random ## seeds, so the edge rule has to hold for any of them. const SEEDS := [1337, 1, 42, 777, 4242, 9001, 31337, 123456] func _initialize() -> void: _all.call_deferred() ## Each worldlet's edges (W2): the Valley, and a test worldlet with two ## ponds and a beach (tests/worldlets/testbay.json). const WORLDLETS := ["valley", "cove", "testbay"] func _all() -> void: var failed := 0 for w in WORLDLETS: for s in SEEDS: var terrain: Node3D = load("res://scripts/world/terrain.gd").new() terrain.noise_seed = s terrain.worldlet_id = w root.add_child(terrain) # builds in _ready var bad := _check(terrain) print("%-8s seed %6d: %s" % [w, s, "ok" if bad == 0 and terrain.worldlet_id == w else "%d bad samples" % bad]) if bad > 0 or terrain.worldlet_id != w: failed += 1 terrain.free() var n := WORLDLETS.size() * SEEDS.size() print("RESULT: %s (%d/%d seeds clean)" % ["PASS" if failed == 0 else "FAIL", n - failed, n]) quit(1 if failed > 0 else 0) func _check(terrain: Node3D) -> int: var bad := 0 var worst := INF var worst_at := Vector2.ZERO var half: float = terrain.size * 0.5 var x := -half while x < half: var z := -half while z < half: # (Off a beach the edge is open sea, and the current keeps you # from the wall: tests/test_boundary.gd swims out there.) if terrain.inside_boundary(x, z, 0.0) and not terrain.inside_boundary(x, z, BAND) \ and terrain.beach_weight(x, z) <= 0.5: var h: float = terrain.sample_height(x, z) # Hazard 1: a pit too deep to wade out of near the edge. var too_deep: bool = h < terrain.water_level - MAX_EDGE_DEPTH # Hazard 2: water that isn't held in by a bank. The inland water # surface stops at the wall, so wet ground must rise again just # outward, or the water edge hangs over a drop. var unbanked := false if h < terrain.water_level: var out := Vector2(x, z).normalized() * BANK_CHECK unbanked = terrain.sample_height(x + out.x, z + out.y) < terrain.water_level if too_deep or unbanked: bad += 1 if h < worst: worst = h worst_at = Vector2(x, z) z += 1.0 x += 1.0 if bad > 0: print(" lowest %.1f m at (%.0f, %.0f), sea weight %.2f" % [ worst, worst_at.x, worst_at.y, terrain.sea_weight(worst_at.x, worst_at.y)]) return bad