extends SceneTree ## Save/load round trip: play a bit (chop a tree, mine a boulder, pick ## something up, build a workbench + chest with items in it, walk somewhere), ## save, throw the world away, load it fresh and check everything came back. ## Also covers world slots (create/list/delete) and a seed being honoured. ## ## Uses its own folder (user://test_worlds) so real saves are never touched. ## Run: godot --headless --path . --script res://tests/test_save_load.gd var _fails := 0 var _finished := false var A: Node # Actions var S: Node # Saves var DB: Node # ItemDB 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 _spawn_world() -> Node3D: var w: Node3D = load("res://scenes/world.tscn").instantiate() root.add_child(w) for _i in range(5): await physics_frame return w func _run() -> void: A = root.get_node("Actions") S = root.get_node("Saves") DB = root.get_node("ItemDB") S.root_dir = "user://test_worlds" for w in S.list_worlds(): S.delete_world(w.id) print("slots") var id: String = S.create_world("Test Island", 4242) var id2: String = S.create_world("Test Island", 7) check(id != id2, "two worlds with the same name get different ids (%s, %s)" % [id, id2]) check(S.list_worlds().size() == 2, "both worlds are listed") S.delete_world(id2) check(S.list_worlds().size() == 1, "deleting a world removes it") S.current_id = id print("play + save") var world: Node3D = await _spawn_world() var terrain: Node3D = world.get_node("Terrain") check(terrain.noise_seed == 4242, "world generated from its saved seed") var player: CharacterBody3D = world.get_node("Player") var inv: Inventory = player.inventory var props: Node3D = world.get_node("Props") inv.add("stone_axe", 1); inv.add("stone_pickaxe", 1) var tree := _nearest(world, player, "tree") player.global_position = tree.global_position + Vector3(1.5, 0.2, 0) _hold(player, "stone_axe") while not tree.depleted: A.harvest_hit(player, tree, tree.global_position) var tree_uid: String = tree.uid var rock := _nearest(world, player, "rock") var rock_uid: String = rock.uid player.global_position = rock.global_position + Vector3(2.0, 0.5, 0) _hold(player, "stone_pickaxe") A.harvest_hit(player, rock, rock.global_position) A.harvest_hit(player, rock, rock.global_position) var rock_hp: float = rock.hp var pk_uid: String = props.pickups.keys()[0] var pk: Node3D = props.pickups[pk_uid] player.global_position = pk.global_position + Vector3(0.4, 0.4, 0) A.pickup(player, pk) inv.add("workbench", 1); inv.add("chest", 1); inv.add("wood", 33) var spot := Vector3(player.global_position.x + 3.0, 0, player.global_position.z) spot.y = terrain.sample_height(spot.x, spot.z) world.spawn_piece(DB.get_item("workbench"), Transform3D(Basis(Vector3.UP, 0.7), spot)) var chest: Node = world.spawn_piece(DB.get_item("chest"), Transform3D(Basis(), spot + Vector3(0, 0, 3))) chest.inventory.add("flint", 7) chest.inventory.add("wood", 12) player.global_position = Vector3(5.0, terrain.sample_height(5.0, 6.0) + 1.0, 6.0) player.rotation.y = 1.25 player.select(3) var wood_before := inv.count("wood") var pos_before := player.global_position check(world.save_now(), "save_now() succeeded") check(FileAccess.file_exists(S.root_dir.path_join(id).path_join("world.json")), "world.json written") world.queue_free() await process_frame await process_frame print("load") world = await _spawn_world() player = world.get_node("Player") inv = player.inventory props = world.get_node("Props") check(player.global_position.distance_to(pos_before) < 0.6, "player back where they saved (%.2f m off)" % player.global_position.distance_to(pos_before)) check(absf(player.rotation.y - 1.25) < 0.01 and player.selected == 3, "facing and hotbar slot restored") check(inv.count("wood") == wood_before and inv.count("stone_axe") == 1, "inventory restored") check(props.resource_nodes[tree_uid].depleted, "felled tree is still a stump") var r = props.resource_nodes[rock_uid] check(is_instance_valid(r) and absf(r.hp - rock_hp) < 0.01, "half-mined boulder kept its damage") var pk2 = props.pickups[pk_uid] check(not is_instance_valid(pk2) or pk2.taken, "picked-up item stays picked up") var benches := 0 var chest2: Node = null for p in world.get_node("Pieces").get_children(): if p.item_id == "workbench": benches += 1 elif p.item_id == "chest": chest2 = p check(benches == 1, "workbench rebuilt") check(chest2 != null and chest2.inventory.count("flint") == 7 and chest2.inventory.count("wood") == 12, "chest rebuilt with its contents") check(S.read_meta(id).play_time >= 0.0, "meta updated") _finished = true world.queue_free() S.delete_world(id) DirAccess.remove_absolute(S.root_dir) 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 _hold(player: Node, id: String) -> void: 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) 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