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
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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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