610 lines
24 KiB
GDScript
610 lines
24 KiB
GDScript
extends SceneTree
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## M2.3: the shared world. Two players on a dedicated server see the same
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## island change: a tree one of them fells (and its regrowth), pickups and
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## dropped items (first come, first served), building pieces (and walking
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## into them, for real and by cheating), doors, chests, fires, dismantling,
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## and the whole lot surviving a server restart.
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##
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## M2.4: the server decides. Alice's inventory, crafting, eating and stats
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## live on the server; a game that edits its own bag gets nothing for it;
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## graves belong to whoever died; characters are saved per player.
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##
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## A real headless server, plus "Bob" (tests/net_world_bot.gd) as another
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## process with his own world, following this test's commands. This test is
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## "Alice" with the real world scene.
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## Run: godot --headless --path . --script res://tests/test_net_shared.gd
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const PORT := 24346
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const DIR := "user://test_net"
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const SRV := DIR + "/server5"
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const BOB := DIR + "/bob_cmds"
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const SEED := 777
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const Bot = preload("res://tests/net_world_bot.gd")
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var _fails := 0
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var _finished := false
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var _pids: Array[int] = []
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var Net: Node
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var WN: Node
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var PN: Node
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var A: Node
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var world: Node3D
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var player: CharacterBody3D
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var _cmd := 0
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var _server_pid := 0
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var _toasts: Array[String] = []
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func check(cond: bool, what: String) -> void:
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print((" ok " if cond else " FAIL ") + what)
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if not cond:
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_fails += 1
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func _initialize() -> void:
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_run.call_deferred()
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func _run() -> void:
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Engine.max_fps = 60
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Net = root.get_node("Net")
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WN = root.get_node("WorldNet")
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PN = root.get_node("PlayerNet")
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A = root.get_node("Actions")
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A.notify.connect(func(t): _toasts.append(t))
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for d in [SRV, BOB]:
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_rm_tree(d)
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DirAccess.make_dir_recursive_absolute(BOB)
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_start_server()
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await _sleep(4.0)
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await _body()
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Net.stop()
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for pid in _pids:
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if OS.is_process_running(pid):
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OS.kill(pid)
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check(_finished, "test ran to the end (no script errors)")
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_rm_tree(SRV)
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_rm_tree(BOB)
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print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
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quit(1 if _fails > 0 else 0)
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func _start_server() -> void:
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# --debug-regrow: things grow back in seconds instead of half an hour.
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_server_pid = _spawn(["--server", "--port", str(PORT), "--config", SRV + "/server.json",
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"--server-name", "Shared Test", "--seed", str(SEED), "--debug-regrow", "0.002", "--debug-cheats"])
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func _body() -> void:
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var me = load("res://scripts/net/identity.gd").open(DIR + "/a")
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me.name = "Alice"
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Net.identity = me
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var r := await _join()
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check(r == "", "Alice joins (%s)" % r)
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if r != "":
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return
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await _load_world()
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check(WN.received >= 1 and WN.world == world, "and gets the server's island")
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print("Bob, with his own world")
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_spawn(["--identity", DIR + "/bob", "--name", "Bob", "--address", "127.0.0.1:%d" % PORT, "--dir", BOB],
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"res://tests/net_world_bot.gd")
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var b0 := await _bob_result(0, 30.0)
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check(bool(b0.get("ok", false)), "Bob joins and loads it too (%s)" % b0.get("why", "ok"))
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if not bool(b0.get("ok", false)):
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return
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await _server_decides()
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await _trees()
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await _building()
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await _containers_and_fires()
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await _items_on_the_ground()
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await _restart()
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_finished = true
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# --- the server decides -----------------------------------------------------------
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func _server_decides() -> void:
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print("the server decides")
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await _sleep(1.0)
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check(not player.survival.is_processing() and player.survival.hunger < 100.0 and player.survival.hunger > 90.0,
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"Alice's stats run on the server and come to her (hunger %.2f)" % player.survival.hunger)
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await _give("stick", 2)
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await _give("flint", 2)
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A.craft(player, "stone_axe")
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await _until(func(): return player.inventory.count("stone_axe") == 1, 2.0)
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check(player.inventory.count("stone_axe") == 1 and player.inventory.count("stick") == 0 and player.inventory.count("flint") == 0,
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"she crafts a stone axe: the server takes the sticks and flint and gives her the axe")
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# A modified game puts walls in its own bag and tries to build with them.
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var fake := 7
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player.inventory.set_slot(fake, {"id": "wood_wall", "count": 5})
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var n0: int = WN.pieces.size()
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var front := player.global_position - player.global_basis.z * 3.0
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A.place(player, fake, Transform3D(Basis(), Vector3(front.x, world.terrain.sample_height(front.x, front.z), front.z)), world)
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await _sleep(0.8)
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check(WN.pieces.size() == n0 and player.inventory.get_slot(fake) == null,
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"walls a game invents in its own bag build nothing, and the server's copy of her bag replaces it")
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var bs: int = await _give("berries", 3)
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PN.ask("debug_stats", [{"hunger": 50.0, "diet": {"plants": 10.0}}])
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await _until(func(): return player.survival.hunger < 51.0, 2.0)
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A.eat(player, bs)
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await _until(func(): return player.survival.hunger > 55.0, 2.0)
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check(player.survival.hunger > 55.0 and float(player.survival.diet.plants) > 20.0 and player.inventory.count("berries") == 2,
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"she eats a berry on the server: hunger %.0f, greens %.0f" % [player.survival.hunger, float(player.survival.diet.plants)])
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## Test-only (the server runs with --debug-cheats): items into Alice's bag on
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## the server. Returns the slot they're in.
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func _give(id: String, n: int) -> int:
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var before: int = player.inventory.count(id)
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PN.ask("debug_give", [id, n])
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await _until(func(): return player.inventory.count(id) >= before + n, 3.0)
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return _slot_of(id)
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func _clear() -> void:
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PN.ask("debug_clear")
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await _until(func():
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for s in player.inventory.slots:
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if s != null:
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return false
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return true, 3.0)
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func _slot_of(id: String) -> int:
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for i in range(player.inventory.size()):
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var s = player.inventory.get_slot(i)
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if s != null and s.id == id:
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return i
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return -1
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func _until(cond: Callable, limit: float) -> bool:
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var t := 0.0
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while not cond.call() and t < limit:
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await _sleep(0.05)
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t += 0.05
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return cond.call()
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# --- trees --------------------------------------------------------------------
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func _trees() -> void:
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print("felling a tree")
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var tree := _nearest(world.props.resource_nodes.values().filter(func(n): return n.kind == "tree" and not n.depleted))
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var uid: String = tree.uid
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var to_tree: Vector3 = (tree.global_position - player.global_position)
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to_tree.y = 0.0
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await Bot.walk(player, tree.global_position - to_tree.normalized() * 1.6, world)
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player.select(_slot_of("stone_axe"))
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await _sleep(0.2)
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var wood0: int = player.inventory.count("wood")
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var hits := 0
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var t := 0.0
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while not tree.depleted and t < 20.0:
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if A.harvest_hit(player, tree, tree.global_position + Vector3(0, 1.0, 0)):
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hits += 1
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await _sleep(0.25)
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t += 0.25
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check(tree.depleted, "Alice fells it in %d hits (her world shows it when the server says so)" % hits)
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await _sleep(0.3)
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check(player.inventory.count("wood") > wood0, "and the server gives her the wood (%d)" % (player.inventory.count("wood") - wood0))
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var axe = player.inventory.get_slot(_slot_of("stone_axe"))
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check(axe != null and root.get_node("ItemDB").durability(axe) == 60 - hits,
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"her axe wore down on the server: %d of 60 uses left" % (root.get_node("ItemDB").durability(axe) if axe != null else -1))
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var rep := await _bob({"do": "report", "uids": [uid]})
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var bn: Variant = rep.nodes.get(uid)
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check(bn != null and bool(bn.depleted), "Bob sees it fall too")
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print("regrowth (sped up for the test)")
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await _sleep(6.0) # (trees take 4.8 s at this speed-up)
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check(tree.depleted, "it doesn't grow back with Alice standing next to it")
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var walk_from := Time.get_ticks_msec()
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await Bot.walk(player, player.global_position + Vector3(14, 0, 0), world)
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t = 0.0
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while tree.depleted and t < 15.0:
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await _sleep(0.2)
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t += 0.2
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check(not tree.depleted, "once she walks off, it grows back (%.1f s after she set off)" % ((Time.get_ticks_msec() - walk_from) / 1000.0))
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rep = await _bob({"do": "report", "uids": [uid]})
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bn = rep.nodes.get(uid)
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check(bn != null and not bool(bn.depleted), "for Bob as well")
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# --- building -----------------------------------------------------------------
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var _wall: Node3D
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var _door: Node3D
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func _building() -> void:
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print("building a wall")
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var site: Vector3 = world.build.debug_find_site(player.global_position + Vector3(0, 0, 10), 3.0)
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await Bot.walk(player, site + Vector3(-3.5, 0, 0), world)
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_wall = await _place("wood_wall", site, 0.0)
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check(_wall != null, "Alice puts up a wall (the server agrees and tells everyone)")
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if _wall == null:
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return
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var rep := await _bob({"do": "report"})
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var seen := _find(rep, "wood_wall")
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check(not seen.is_empty() and _p(seen.pos).distance_to(_wall.global_position) < 0.01, "Bob has the same wall, in the same place")
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print("Bob walks into it")
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var n: Vector3 = _wall.global_basis.z.normalized()
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var base := _wall.global_position
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await _bob({"do": "walk", "to": _v(base + n * 2.5)})
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var bump := await _bob({"do": "bump", "dir": _v(-n), "dist": 4.0})
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check(float(bump.get("moved", 9.0)) < 2.3, "and it stops him (moved %.2f of 4 m)" % float(bump.get("moved", 9.0)))
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var hop := await _bob({"do": "hop", "to": _v(base - n * 0.6 + Vector3(0, 0.05, 0))})
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var hp: Vector3 = _p(hop.get("pos", [0, 0, 0]))
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check(int(hop.get("corrected", 0)) >= 1 and (hp - base).dot(n) > 0.0,
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"a game that steps him through anyway is refused by the server, and he's put back on his side")
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await _dismantle()
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print("a door")
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var dsite: Vector3 = world.build.debug_find_site(site + Vector3(0, 0, 8), 2.0)
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await Bot.walk(player, dsite + Vector3(-2.5, 0, 0), world)
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_door = await _place("wood_door", dsite, 0.0)
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check(_door != null, "Alice puts up a door")
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if _door == null:
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return
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A.toggle_door(player, _door)
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await _sleep(0.6)
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check(_door.open, "she opens it")
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rep = await _bob({"do": "report"})
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seen = _find(rep, "wood_door")
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check(not seen.is_empty() and bool(seen.get("open", false)), "and it's open for Bob")
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## Places `id` on the ground at `at` through Actions, the way the game does.
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func _place(id: String, at: Vector3, yaw: float) -> Node3D:
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var def: Dictionary = root.get_node("ItemDB").get_item(id)
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var xf := Transform3D(Basis(Vector3.UP, yaw), Vector3(at.x, world.terrain.sample_height(at.x, at.z), at.z))
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if def.place.has("kind"):
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var hit := {"position": xf.origin, "normal": Vector3.UP, "collider": world.terrain.get_node("TerrainBody")}
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var res: Dictionary = world.build.placement(def, hit, yaw)
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if not res.ok:
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print(" (can't place %s: %s)" % [id, res.reason])
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return null
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xf = res.xf
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var slot: int = await _give(id, 1)
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var had: int = player.inventory.count(id)
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var before: Array = WN.pieces.keys()
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if not A.place(player, slot, xf, world):
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print(" (Actions.place refused %s)" % id)
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return null
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await _until(func(): return player.inventory.count(id) == had - 1, 2.0)
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check(player.inventory.count(id) == had - 1, "(%s taken from Alice's bag by the server)" % id)
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var t := 0.0
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while t < 3.0:
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for k in WN.pieces:
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if not k in before and WN.pieces[k].item_id == id:
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return WN.pieces[k]
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await _sleep(0.05)
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t += 0.05
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return null
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# --- chests and fires ------------------------------------------------------------
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var _chest: Node3D
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var _fire: Node3D
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func _containers_and_fires() -> void:
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print("a shared chest")
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var site: Vector3 = world.build.debug_find_site(player.global_position + Vector3(6, 0, 0), 1.5)
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await Bot.walk(player, site + Vector3(-2.0, 0, 0), world)
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_chest = await _place("chest", site, 0.0)
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check(_chest != null, "Alice places a chest")
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if _chest == null:
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return
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await _clear()
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var ws: int = await _give("wood", 10)
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A.transfer(player, player.inventory, ws, _chest.inventory, _chest)
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await _until(func(): return _chest.inventory.count("wood") == 10, 2.0)
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check(player.inventory.count("wood") == 0 and _chest.inventory.count("wood") == 10, "she puts 10 wood in (shift-click)")
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var ss: int = await _give("stone", 3)
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var cur := {"c": "waiting"}
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var on_cur := func(c): cur.c = c
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PN.cursor_changed.connect(on_cur)
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PN.ask("inv_click", [0, ss, false]) # pick the stone up...
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PN.ask("inv_click", [WN.nid(_chest), 3, false]) # ...and put it in slot 4
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await _until(func(): return _chest.inventory.get_slot(3) != null, 2.0)
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await _sleep(0.2)
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PN.cursor_changed.disconnect(on_cur)
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check(_chest.inventory.get_slot(3) != null and _chest.inventory.get_slot(3).id == "stone" and cur.c == null,
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"and drags 3 stone into slot 4 by hand (the server does both clicks)")
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var nid: int = WN.nid(_chest)
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await _bob({"do": "walk", "to": _v(site + Vector3(1.8, 0, 0))})
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var rep := await _bob({"do": "report"})
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var seen: Dictionary = rep.pieces.get(str(nid), {})
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check(_count(seen.get("inv", []), "wood") == 10 and _count(seen.get("inv", []), "stone") == 3, "Bob sees what's in it")
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var slot := -1
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for i in range(_chest.inventory.size()):
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var s = _chest.inventory.get_slot(i)
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if s != null and s.id == "wood":
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slot = i
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# (Chests are locked to their owner and friends by default: M2.6.)
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root.get_node("Chat").say("/friend Bob")
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await _sleep(0.5)
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var took := await _bob({"do": "chest_take", "nid": nid, "slot": slot})
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check(_count(took.get("inv", []), "wood") == 10, "Bob (her friend) takes the wood out (shift-click)")
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root.get_node("Chat").say("/unfriend Bob") # (friends can loot each other's graves too)
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await _sleep(0.3)
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check(_chest.inventory.count("wood") == 0 and _chest.inventory.count("stone") == 3, "and it's gone from Alice's view of the chest")
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print("a fire")
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var fsite: Vector3 = world.build.debug_find_site(site + Vector3(0, 0, -5), 1.5)
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await Bot.walk(player, fsite + Vector3(-2.0, 0, 0), world)
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_fire = await _place("campfire", fsite, 0.0)
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check(_fire != null, "Alice lights a campfire")
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if _fire == null:
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return
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var f0: float = _fire.fuel
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await _give("wood", 2)
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A.add_fuel(player, _fire)
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await _sleep(0.5)
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check(_fire.fuel > f0 + 30.0, "and feeds it a log (%.0f s -> %.0f s of fuel)" % [f0, _fire.fuel])
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rep = await _bob({"do": "report"})
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seen = rep.pieces.get(str(WN.nid(_fire)), {})
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check(absf(float(seen.get("fuel", -100.0)) - _fire.fuel) < 5.0, "Bob's fire has the same fuel (%.0f s)" % float(seen.get("fuel", -1.0)))
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print("a smelter")
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var ssite: Vector3 = world.build.debug_find_site(fsite + Vector3(0, 0, -5), 1.5)
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await Bot.walk(player, ssite + Vector3(-2.0, 0, 0), world)
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var sm := await _place("smelter", ssite, 0.0)
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check(sm != null, "Alice builds a smelter")
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if sm != null:
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A.transfer(player, player.inventory, await _give("iron_ore", 1), sm.inventory, sm)
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await _sleep(0.3)
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A.transfer(player, player.inventory, await _give("charcoal", 1), sm.inventory, sm)
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await _until(func(): return sm.inventory.count("charcoal") == 1, 2.0)
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check(sm.working(), "puts in ore and charcoal: it's smelting")
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PN.ask("debug_process", [35.0])
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await _until(func(): return sm.inventory.count("iron_bar") == 1, 2.0)
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check(sm.inventory.count("iron_bar") == 1 and sm.inventory.count("iron_ore") == 0,
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"the server smelts it, and the bar shows up in Alice's view of it")
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await Bot.walk(player, fsite + Vector3(-2.0, 0, 0), world)
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await _until(func(): return "Warm" in player.survival.statuses, 2.0)
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check("Warm" in player.survival.statuses and player.survival.heat > 0.25,
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"standing by it, the server says she's Warm (heat %.2f)" % player.survival.heat)
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# --- things on the ground --------------------------------------------------------
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func _items_on_the_ground() -> void:
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print("dropped items")
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var at := player.global_position + Vector3(1.0, 0.1, 0)
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PN.ask("debug_drop", ["flint", 2, at]) # (only the server drops things now)
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var t := 0.0
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var key := ""
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while key.is_empty() and t < 3.0:
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for k in WN.dropped:
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if WN.dropped[k].item_id == "flint":
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key = "#%d" % k
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await _sleep(0.05)
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t += 0.05
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check(not key.is_empty(), "2 flint dropped on the ground: it's in the shared world")
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var rep := await _bob({"do": "report"})
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check(rep.dropped.any(func(d): return d.item == "flint" and int(d.count) == 2), "Bob sees it")
|
|
await _bob({"do": "walk", "to": _v(at + Vector3(1.0, 0, 0))})
|
|
var took := await _bob({"do": "take", "key": key})
|
|
check(_count(took.get("inv", []), "flint") == 2, "Bob picks it up")
|
|
await _sleep(0.3)
|
|
check(WN.dropped.is_empty() or not WN.dropped.has(int(key.substr(1))), "and it's gone for Alice")
|
|
|
|
print("first come, first served")
|
|
var pk := _nearest(world.props.pickups.values().filter(func(p): return not p.taken))
|
|
await Bot.walk(player, pk.global_position + Vector3(-1.0, 0, 0), world)
|
|
await _bob({"do": "walk", "to": _v(pk.global_position + Vector3(1.0, 0, 0))})
|
|
var id: String = pk.item_id
|
|
var a0: int = player.inventory.count(id)
|
|
_bob_send({"do": "take", "key": pk.uid}) # both reach for it at once
|
|
A.pickup(player, pk)
|
|
var br := await _bob_wait(_cmd)
|
|
await _sleep(0.4)
|
|
var a_got: int = player.inventory.count(id) - a0
|
|
var b_got: int = _count(br.get("inv", []), id) - (2 if id == "flint" else 0)
|
|
check(a_got + b_got == pk.amount and (a_got == 0 or b_got == 0),
|
|
"only one of them gets the %s (Alice %d, Bob %d)" % [id, a_got, b_got])
|
|
|
|
print("dying online")
|
|
await _clear()
|
|
await _give("stone", 7)
|
|
await _give("berries", 4)
|
|
var died_at := player.global_position
|
|
PN.ask("debug_die")
|
|
var died_t := Time.get_ticks_msec()
|
|
var grave: Node3D = null
|
|
var t2 := 0.0
|
|
while grave == null and t2 < 3.0:
|
|
for p in WN.pieces.values():
|
|
if p.item_id == "grave":
|
|
grave = p
|
|
await _sleep(0.05)
|
|
t2 += 0.05
|
|
await _sleep(0.3)
|
|
check(grave != null and grave.global_position.distance_to(died_at) < 3.0 and player.inventory.count("stone") == 0,
|
|
"Alice dies (on the server): her things go into a grave in the shared world")
|
|
check(world.dead_waiting and player.global_position.distance_to(died_at) < 1.0,
|
|
"she stays down on the death screen for a moment")
|
|
await _until(func(): return not world.dead_waiting, 6.0)
|
|
var down := (Time.get_ticks_msec() - died_t) / 1000.0
|
|
check(not world.dead_waiting and player.global_position.distance_to(died_at) > 3.0 and down >= world.RESPAWN_DELAY - 0.2,
|
|
"then respawns (after %.1f s), and the server wakes her at the island start" % down)
|
|
if grave == null:
|
|
return
|
|
var gnid: int = WN.nid(grave)
|
|
var rep2 := await _bob({"do": "report"})
|
|
var g: Dictionary = rep2.pieces.get(str(gnid), {})
|
|
check(_count(g.get("inv", []), "stone") == 7 and _count(g.get("inv", []), "berries") == 4, "Bob sees the grave, with what she had")
|
|
await _bob({"do": "walk", "to": _v(grave.global_position + Vector3(-1.5, 0, 0))})
|
|
var bt := await _bob({"do": "chest_take", "nid": gnid, "slot": 0})
|
|
check(_count(bt.get("inv", []), "stone") == 0 and grave.inventory.count("stone") == 7, "but it's hers: Bob can't take from it")
|
|
await Bot.walk(player, grave.global_position + Vector3(1.5, 0, 0), world)
|
|
for i in range(grave.inventory.size()):
|
|
if is_instance_valid(grave) and grave.inventory.get_slot(i) != null:
|
|
A.transfer(player, grave.inventory, i, player.inventory, grave)
|
|
await _sleep(0.15)
|
|
await _sleep(0.5)
|
|
check(player.inventory.count("stone") == 7 and player.inventory.count("berries") == 4, "she takes it all back")
|
|
check(not WN.pieces.has(gnid), "and the empty grave crumbles")
|
|
rep2 = await _bob({"do": "report"})
|
|
check(not rep2.pieces.has(str(gnid)), "for Bob too")
|
|
|
|
# --- dismantling ---------------------------------------------------------------
|
|
|
|
func _dismantle() -> void:
|
|
if _wall == null:
|
|
return
|
|
print("taking the wall down")
|
|
# (Straight after building it, while she's still beside it: a test walk
|
|
# back from somewhere else can cut through the door frame, and the
|
|
# server rightly sends her back.)
|
|
var nid: int = WN.nid(_wall)
|
|
var w0: int = player.inventory.count("wood_wall")
|
|
_toasts.clear()
|
|
var ok: bool = A.dismantle(player, _wall)
|
|
check(ok, "Alice dismantles the wall (%.1f m away%s)" % [player.global_position.distance_to(_wall.global_position),
|
|
"" if ok else ", refused: %s" % [_toasts]])
|
|
await _sleep(0.5)
|
|
check(not WN.pieces.has(nid) and player.inventory.count("wood_wall") == w0 + 1, "it's gone, and back in her bag")
|
|
var rep := await _bob({"do": "report"})
|
|
check(not rep.pieces.has(str(nid)), "gone for Bob too")
|
|
|
|
# --- persistence -------------------------------------------------------------------
|
|
|
|
func _restart() -> void:
|
|
print("the server restarts")
|
|
var expect := {}
|
|
for k in WN.pieces:
|
|
expect[k] = WN.pieces[k].item_id
|
|
var chest_nid: int = WN.nid(_chest) if _chest != null else -1
|
|
await _give("flint", 3) # (a change, so the save comes after it)
|
|
var bag: Array = player.inventory.to_data()
|
|
var where := player.global_position
|
|
# Killed outright while everyone's still on (like Ctrl+C, which gives
|
|
# Godot no chance to save): the server saved within a few seconds of the
|
|
# last change anyway.
|
|
await _sleep(WN.SAVE_AFTER + 1.5)
|
|
check(FileAccess.file_exists(SRV + "/worlds/server-world/world.json"), "the server saved the island soon after the last change")
|
|
OS.kill(_server_pid)
|
|
_pids.erase(_server_pid)
|
|
await _bob({"do": "leave"})
|
|
world.queue_free()
|
|
await process_frame
|
|
Net.leave()
|
|
await _sleep(1.0)
|
|
_start_server()
|
|
await _sleep(4.0)
|
|
var r := await _join()
|
|
check(r == "", "Alice rejoins (%s)" % r)
|
|
if r != "":
|
|
return
|
|
await _load_world()
|
|
var same: bool = expect.size() == WN.pieces.size()
|
|
for k in expect:
|
|
same = same and WN.pieces.has(k) and WN.pieces[k].item_id == expect[k]
|
|
check(same, "everything built is still there, with the same ids (%d pieces)" % WN.pieces.size())
|
|
var c: Node3D = WN.pieces.get(chest_nid)
|
|
check(c != null and c.inventory.count("stone") == 3 and c.inventory.count("wood") == 0, "the chest still has the 3 stone")
|
|
var d: Node3D = null
|
|
for p in WN.pieces.values():
|
|
if p.item_id == "wood_door":
|
|
d = p
|
|
check(d != null and d.open, "and the door is still open")
|
|
await _sleep(0.5)
|
|
check(player.inventory.to_data() == bag, "Alice's bag is just as she left it (her character is saved on the server)")
|
|
check(player.global_position.distance_to(where) < 2.0, "and she's back where she was (%.1f m off)" % player.global_position.distance_to(where))
|
|
world.queue_free()
|
|
await process_frame
|
|
Net.leave()
|
|
|
|
# --- helpers --------------------------------------------------------------------
|
|
|
|
func _load_world() -> void:
|
|
world = load("res://scenes/world.tscn").instantiate()
|
|
root.add_child(world)
|
|
for _i in range(8):
|
|
await physics_frame
|
|
player = world.player
|
|
player.set_physics_process(false) # the test moves Alice
|
|
var t := 0.0
|
|
while WN.received < 1 and t < 10.0:
|
|
await _sleep(0.05)
|
|
t += 0.05
|
|
|
|
func _nearest(nodes: Array) -> Node3D:
|
|
var best: Node3D = null
|
|
for n in nodes:
|
|
if best == null or n.global_position.distance_to(player.global_position) < best.global_position.distance_to(player.global_position):
|
|
best = n
|
|
return best
|
|
|
|
func _find(rep: Dictionary, item: String) -> Dictionary:
|
|
for k in rep.get("pieces", {}):
|
|
if rep.pieces[k].item == item:
|
|
return rep.pieces[k]
|
|
return {}
|
|
|
|
static func _count(inv: Array, id: String) -> int:
|
|
var n := 0
|
|
for s in inv:
|
|
if s != null and s.id == id:
|
|
n += int(s.count)
|
|
return n
|
|
|
|
static func _v(p: Vector3) -> Array:
|
|
return [p.x, p.y, p.z]
|
|
|
|
static func _p(a: Array) -> Vector3:
|
|
return Vector3(a[0], a[1], a[2])
|
|
|
|
func _bob_send(cmd: Dictionary) -> void:
|
|
_cmd += 1
|
|
var f := FileAccess.open("%s/cmd_%d.json" % [BOB, _cmd], FileAccess.WRITE)
|
|
f.store_string(JSON.stringify(cmd))
|
|
f.close()
|
|
|
|
func _bob(cmd: Dictionary) -> Dictionary:
|
|
_bob_send(cmd)
|
|
return await _bob_wait(_cmd)
|
|
|
|
func _bob_wait(n: int) -> Dictionary:
|
|
return await _bob_result(n, 20.0)
|
|
|
|
func _bob_result(n: int, limit: float) -> Dictionary:
|
|
var path := "%s/res_%d.json" % [BOB, n]
|
|
var t := 0.0
|
|
while not FileAccess.file_exists(path) and t < limit:
|
|
await _sleep(0.05)
|
|
t += 0.05
|
|
await _sleep(0.05)
|
|
var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(path)) if FileAccess.file_exists(path) else null
|
|
return d if d is Dictionary else {"error": "Bob gave no answer to command %d" % n, "nodes": {}, "pieces": {}, "dropped": []}
|
|
|
|
func _join() -> String:
|
|
var state := {"done": false, "reason": ""}
|
|
var ok := func(): state.done = true
|
|
var bad := func(why): state.done = true; state.reason = why
|
|
Net.joined.connect(ok)
|
|
Net.join_failed.connect(bad)
|
|
Net.join("127.0.0.1:%d" % PORT)
|
|
var t := 0.0
|
|
while not state.done and t < 25.0:
|
|
await _sleep(0.05)
|
|
t += 0.05
|
|
Net.joined.disconnect(ok)
|
|
Net.join_failed.disconnect(bad)
|
|
return state.reason if state.done else "test timed out"
|
|
|
|
func _spawn(user_args: Array, script: String = "") -> int:
|
|
var args := PackedStringArray(["--headless", "--path", ProjectSettings.globalize_path("res://")])
|
|
if not script.is_empty():
|
|
args.append_array(["--script", script])
|
|
args.append("--")
|
|
for x in user_args:
|
|
args.append(str(x))
|
|
args.append_array(["--exit-with", str(OS.get_process_id())])
|
|
var pid := OS.create_process(OS.get_executable_path(), args)
|
|
_pids.append(pid)
|
|
return pid
|
|
|
|
func _sleep(s: float) -> void:
|
|
await create_timer(s).timeout
|
|
|
|
## Deletes a folder and everything in it.
|
|
static func _rm_tree(d: String) -> void:
|
|
var da := DirAccess.open(d)
|
|
if da == null:
|
|
return
|
|
for sub in da.get_directories():
|
|
_rm_tree(d.path_join(sub))
|
|
for f in da.get_files():
|
|
da.remove(f)
|
|
DirAccess.remove_absolute(d)
|