W2: several lakes per worldlet, a beach block shelving into the sea with a current that turns swimmers back; testbay test worldlet through the water, edge and boundary suites; the two ways to play (journey, one land) recorded
This commit is contained in:
@@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then
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echo "Importing the project first (fresh copy)..."
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godot --headless --path . --import >/dev/null 2>&1
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fi
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for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_worldlet_pick test_terrain_edges test_boundary; do
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for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_worldlet_pick test_water_bodies test_terrain_edges test_boundary; do
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extra=""
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[ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
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# A suite that waits on a world that failed to load would hang forever,
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@@ -4,34 +4,63 @@ extends SceneTree
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## the invisible wall, falls off the map, or ends up stuck below the waterline
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## (in a pit near the edge).
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##
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## Then the same on a worldlet with a beach (W2, tests/worldlets/testbay.json):
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## off the beach you swim out into the sea, and the current must turn you back
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## before the wall (being afloat in the open sea there is fine).
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##
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## Run: godot --headless --path . --fixed-fps 30 --script res://tests/test_boundary.gd
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const DIRECTIONS := 24
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const BAY_DIRECTIONS := 8 # (spread over the beach and its headlands)
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const SECONDS_PER_TRY := 25.0
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var _failures := 0
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var _tries := 0
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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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var S: Node = root.get_node("Saves")
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S.root_dir = "user://test_boundary_worlds"
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for w in S.list_worlds():
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S.delete_world(w.id)
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print("the Valley")
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await _escape_all(DIRECTIONS, -1.0)
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print("a beach (testbay)")
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S.current_id = S.create_world("Bay", 1337, {"worldlet": "testbay"})
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await _escape_all(BAY_DIRECTIONS, 90.0)
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for w in S.list_worlds():
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S.delete_world(w.id)
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DirAccess.remove_absolute(S.root_dir)
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print("RESULT: %s (%d/%d directions held)" % ["PASS" if _failures == 0 else "FAIL", _tries - _failures, _tries])
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quit(1 if _failures > 0 else 0)
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## Walks out in `count` directions: all round, or (beach_deg >= 0) across the
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## beach's arc and a little past it either side.
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func _escape_all(count: int, beach_deg: float) -> void:
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var world: Node3D = load("res://scenes/world.tscn").instantiate()
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root.add_child(world)
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_run.call_deferred(world)
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func _run(world: Node3D) -> void:
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for _i in range(10):
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await physics_frame
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var terrain: Node3D = world.get_node("Terrain")
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var player: CharacterBody3D = world.get_node("Player")
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var failures := 0
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var tick := 1.0 / Engine.physics_ticks_per_second
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for i in range(DIRECTIONS):
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var ang := TAU * i / DIRECTIONS
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var pulled := 0
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for i in range(count):
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var ang := TAU * i / count
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if beach_deg >= 0.0:
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ang = deg_to_rad(beach_deg + lerpf(-65.0, 65.0, float(i) / (count - 1)))
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var out := Vector3(cos(ang), 0.0, sin(ang))
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var start: Vector3 = out * (terrain.play_radius - 12.0)
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start.y = terrain.sample_height(start.x, start.z) + 1.0
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start.y = maxf(terrain.sample_height(start.x, start.z), terrain.water_level) + 1.0
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player.global_position = start
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player.velocity = Vector3.ZERO
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player.rotation = Vector3(0.0, atan2(-out.x, -out.z), 0.0)
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Input.action_press("move_forward")
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var escaped := false
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var max_d := 0.0
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var in_current := false
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var frames := int(SECONDS_PER_TRY / tick)
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for f in range(frames):
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if f % 12 == 0:
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@@ -41,17 +70,28 @@ func _run(world: Node3D) -> void:
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await physics_frame
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var p := player.global_position
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max_d = maxf(max_d, Vector2(p.x, p.z).length())
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in_current = in_current or terrain.current_at(p.x, p.z) > 0.2
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if not terrain.inside_boundary(p.x, p.z, -1.5) or p.y < terrain.min_height - 5.0:
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escaped = true
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break
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Input.action_release("move_forward")
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Input.action_release("jump")
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var p := player.global_position
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if not escaped and p.y < terrain.water_level - 0.5:
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var at_sea: bool = world.water_at(p.x, p.z).get("type", "") == "sea"
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if not escaped and p.y < terrain.water_level - 0.5 and not at_sea:
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escaped = true # stuck in a pit below the waterline
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print("dir %2d (%3d deg): %s max radius %.1f final (%.1f, %.1f, %.1f)" % [
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i, int(rad_to_deg(ang)), "FAILED" if escaped else "held", max_d, p.x, p.y, p.z])
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if in_current:
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pulled += 1
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print("dir %2d (%3d deg): %s max radius %.1f final (%.1f, %.1f, %.1f)%s" % [
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i, int(rad_to_deg(ang)), "FAILED" if escaped else "held", max_d, p.x, p.y, p.z,
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" (the current turned them back)" if in_current else ""])
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_tries += 1
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if escaped:
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failures += 1
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print("RESULT: %s (%d/%d directions held)" % ["PASS" if failures == 0 else "FAIL", DIRECTIONS - failures, DIRECTIONS])
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quit(1 if failures > 0 else 0)
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_failures += 1
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if beach_deg >= 0.0 and pulled == 0:
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print("FAILED: nobody swam far enough out to meet the current")
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_failures += 1
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_tries += 1
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world.queue_free()
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for _i in range(3):
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await process_frame
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@@ -19,18 +19,25 @@ const SEEDS := [1337, 1, 42, 777, 4242, 9001, 31337, 123456]
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func _initialize() -> void:
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_all.call_deferred()
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## Each worldlet's edges (W2): the Valley, and a test worldlet with two
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## ponds and a beach (tests/worldlets/testbay.json).
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const WORLDLETS := ["valley", "testbay"]
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func _all() -> void:
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var failed := 0
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for s in SEEDS:
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var terrain: Node3D = load("res://scripts/world/terrain.gd").new()
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terrain.noise_seed = s
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root.add_child(terrain) # builds in _ready
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var bad := _check(terrain)
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print("seed %6d: %s" % [s, "ok" if bad == 0 else "%d bad samples" % bad])
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if bad > 0:
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failed += 1
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terrain.free()
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print("RESULT: %s (%d/%d seeds clean)" % ["PASS" if failed == 0 else "FAIL", SEEDS.size() - failed, SEEDS.size()])
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for w in WORLDLETS:
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for s in SEEDS:
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var terrain: Node3D = load("res://scripts/world/terrain.gd").new()
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terrain.noise_seed = s
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terrain.worldlet_id = w
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root.add_child(terrain) # builds in _ready
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var bad := _check(terrain)
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print("%-8s seed %6d: %s" % [w, s, "ok" if bad == 0 and terrain.worldlet_id == w else "%d bad samples" % bad])
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if bad > 0 or terrain.worldlet_id != w:
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failed += 1
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terrain.free()
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var n := WORLDLETS.size() * SEEDS.size()
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print("RESULT: %s (%d/%d seeds clean)" % ["PASS" if failed == 0 else "FAIL", n - failed, n])
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quit(1 if failed > 0 else 0)
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func _check(terrain: Node3D) -> int:
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@@ -42,7 +49,10 @@ func _check(terrain: Node3D) -> int:
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while x < half:
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var z := -half
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while z < half:
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if terrain.inside_boundary(x, z, 0.0) and not terrain.inside_boundary(x, z, BAND):
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# (Off a beach the edge is open sea, and the current keeps you
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# from the wall: tests/test_boundary.gd swims out there.)
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if terrain.inside_boundary(x, z, 0.0) and not terrain.inside_boundary(x, z, BAND) \
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and terrain.beach_weight(x, z) <= 0.5:
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var h: float = terrain.sample_height(x, z)
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# Hazard 1: a pit too deep to wade out of near the edge.
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var too_deep: bool = h < terrain.water_level - MAX_EDGE_DEPTH
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123
tests/test_water_bodies.gd
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123
tests/test_water_bodies.gd
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@@ -0,0 +1,123 @@
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extends SceneTree
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## W2 (docs/WORLDLETS_DESIGN.md): several bodies of water in one world, and a
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## beach. On a test worldlet with two ponds and a beach
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## (tests/worldlets/testbay.json): the world lists both ponds and the sea,
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## water_at() knows which is which, the beach shelves gently into the sea,
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## the sea there is one surface (no second water sheet), and a swimmer out
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## past the shallows is carried back by the current. The Valley has no
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## current anywhere.
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## Run: godot --headless --path . --script res://tests/test_water_bodies.gd
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var _fails := 0
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var _finished := false
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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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var S: Node = root.get_node("Saves")
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S.root_dir = "user://test_water_worlds"
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for w in S.list_worlds():
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S.delete_world(w.id)
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await _body(S)
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check(_finished, "test ran to the end (no script errors)")
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for w in S.list_worlds():
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S.delete_world(w.id)
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DirAccess.remove_absolute(S.root_dir)
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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 _body(S: Node) -> void:
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var T: Script = load("res://scripts/world/terrain.gd")
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check(not T.worldlets().any(func(w): return w.id == "testbay"), "the test worldlet is never listed (nor offered)")
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print("the Valley: no current")
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var v: Node3D = T.new()
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root.add_child(v)
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await process_frame
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var any := false
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for i in range(72):
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var a := TAU * i / 72.0
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for r in [60.0, 100.0, 110.0, 120.0]:
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any = any or v.current_at(cos(a) * r, sin(a) * r) > 0.0
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check(not any, "nowhere in the Valley has a current")
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check(v.lakes.size() == 1 and v.lakes[0].center == Vector2(14, -46), "and its one lake is the old one")
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v.free()
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print("two ponds and a beach")
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S.current_id = S.create_world("Bay", 1337, {"worldlet": "testbay"})
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var world: Node3D = load("res://scenes/world.tscn").instantiate()
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root.add_child(world)
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for _i in range(8):
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await physics_frame
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var t: Node3D = world.terrain
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check(world.worldlet_id() == "testbay", "the world is the test bay")
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var bodies: Array = world.water_bodies()
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var ponds: Array = bodies.filter(func(b): return b.type == "lake")
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var seas: Array = bodies.filter(func(b): return b.type == "sea")
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check(ponds.size() == 2 and seas.size() == 1, "its water: two ponds and the sea (%s)" % [bodies.map(func(b): return b.type)])
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for p in ponds:
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var c: Vector2 = p.center
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var w: Dictionary = world.water_at(c.x, c.y)
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check(w.get("type", "") == "lake" and float(w.get("depth", 0.0)) > 2.0,
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"the pond at (%.0f, %.0f) is water, %.1f m deep" % [c.x, c.y, float(w.get("depth", 0.0))])
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var bay: Vector2 = seas[0].center
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var sw: Dictionary = world.water_at(bay.x, bay.y)
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check(sw.get("type", "") == "sea", "out in the bay is the sea (%s)" % [sw])
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check(absf(t.sea_level - t.water_level) < 0.01, "the sea off a beach is at the ponds' level (%.1f)" % t.sea_level)
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check(t.get_node_or_null("Water") == null and t.get_node_or_null("Ocean") != null, "one water surface: the ocean, no second sheet")
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print("the beach")
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# Walking straight out from the middle of the beach: dry land, the
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# waterline, then gently deeper (no cliff), then the current, then the wall.
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var dir := Vector2(cos(deg_to_rad(t.beach_angle_deg)), sin(deg_to_rad(t.beach_angle_deg)))
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var shore := -1.0
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var current := -1.0
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var wall := -1.0
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var steepest := 0.0
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var prev: float = t.sample_height(dir.x * 40.0, dir.y * 40.0)
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var r := 41.0
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while r < 150.0:
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var q := dir * r
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var h: float = t.sample_height(q.x, q.y)
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if r > 60.0:
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steepest = maxf(steepest, absf(h - prev))
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prev = h
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if shore < 0.0 and h < t.water_level:
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shore = r
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if current < 0.0 and t.current_at(q.x, q.y) > 0.0:
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current = r
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if wall < 0.0 and not t.inside_boundary(q.x, q.y):
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wall = r
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r += 1.0
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check(shore > 0.0 and current > shore and wall > current, "dry land, the waterline at %.0f m, the current from %.0f m, the wall at %.0f m" % [shore, current, wall])
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check(steepest < 0.5, "a gentle shelf, never a drop (steepest %.2f m per metre)" % steepest)
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var depth_at_current: float = t.water_level - t.sample_height(dir.x * current, dir.y * current)
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check(depth_at_current > 1.3, "the current starts where you're swimming, not wading (%.1f m deep)" % depth_at_current)
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print("the current")
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var player: CharacterBody3D = world.player
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player.set_physics_process(false) # (no swimming: just drift)
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var start := dir * (wall - 4.0)
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player.global_position = Vector3(start.x, t.water_level - 1.3, start.y)
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var d0 := start.length()
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for _i in range(60):
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await physics_frame
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var p := player.global_position
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var d1 := Vector2(p.x, p.z).length()
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check(d1 < d0 - 1.5, "a swimmer by the wall is carried back towards the shore (%.1f m in a second)" % (d0 - d1))
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check(world._in_current, "(and told so)")
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var near := dir * (shore + 2.0)
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player.global_position = Vector3(near.x, t.water_level - 0.5, near.y)
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for _i in range(30):
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await physics_frame
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p = player.global_position
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check(absf(Vector2(p.x, p.z).length() - (shore + 2.0)) < 0.01, "but nothing pulls at you in the shallows")
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check(t.find_spawn(Vector2.ZERO).y > t.water_level + 1.0, "the start is on dry land")
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world.queue_free()
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await process_frame
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_finished = true
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1
tests/test_water_bodies.gd.uid
Normal file
1
tests/test_water_bodies.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://da1vwsptqh68b
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17
tests/worldlets/testbay.json
Normal file
17
tests/worldlets/testbay.json
Normal file
@@ -0,0 +1,17 @@
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{
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"_doc": "Test-only worldlet (W2): the Valley's hills and rim, but a beach instead of the sea cliff and two ponds instead of the lake. Found by terrain.gd's load_worldlet() after data/worldlets/, never listed or offered. Used by tests/test_water_bodies.gd, test_terrain_edges.gd and test_boundary.gd.",
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"id": "testbay",
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"name": "Test Bay",
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"description": "Hills, two ponds and a beach (tests only).",
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"size": 320,
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"resolution": 256,
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"terrain": [
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{"type": "hills", "height_scale": 7.0, "detail": 1.4},
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{"type": "rim", "play_radius": 100.0, "rim_width": 30.0, "mountain_height": 58.0, "rim_warp": 16.0, "wall_frac": 0.45},
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{"type": "beach", "angle_deg": 90.0, "half_width_deg": 40.0, "fade_deg": 20.0, "shore_offset": -10.0, "slope": 0.08, "current_out": 20.0, "wall_out": 34.0},
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{"type": "lake", "center": [-40.0, -35.0], "radius": 14.0, "water_level": -2.6},
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{"type": "lake", "center": [35.0, -45.0], "radius": 11.0},
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{"type": "ocean_edge"}
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],
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"climate": {"snowline": 40.0}
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}
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