396 lines
16 KiB
GDScript
396 lines
16 KiB
GDScript
extends SceneTree
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## T2 (docs/TUTORIAL_DESIGN.md §7): the whole tutorial, every chapter, played
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## by a bot through Actions on the tutorial world (the Valley island, seed
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## 1337): first tools, fire and food, hunting, fishing, shelter and night
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## (with the demo wolf), sleeping, and the finish card. Materials it would
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## take a while to gather by hand (wood for a hut, say) are put in the bag;
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## every goal itself is done the way a player does it.
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## Run: godot --headless --path . --script res://tests/test_tutorial_full.gd
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var _fails := 0
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var _finished := false
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var A: Node
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var S: Node
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var DB: Node
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var G: Node
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var world: Node3D
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var player: CharacterBody3D
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var inv: Inventory
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var sv: Node
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var ticked: Array = []
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var fire: Node3D
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var bench: Node3D
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var _pn: Control
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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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A = root.get_node("Actions")
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S = root.get_node("Saves")
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DB = root.get_node("ItemDB")
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G = root.get_node("Guide")
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G.step_done.connect(func(_i, s): ticked.append(String(s.id)))
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A.food_rng.seed = 3 # (so raw food doesn't make the bot ill at a bad moment)
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S.root_dir = "user://test_worlds"
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for w in S.list_worlds():
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S.delete_world(w.id)
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var TS: Script = load("res://scripts/ui/title_screen.gd")
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check(TS.tutorial_world().is_empty(), "no tutorial world yet")
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S.current_id = S.create_world("Tutorial", TS.TUTORIAL_SEED, {"tutorial": true})
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check(not TS.tutorial_world().is_empty(), "the title screen finds it once it's made (Tutorial, carry on)")
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var ts: Node = TS.new()
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var page: Control = ts._main_page()
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var labels: Array = page.get_children().filter(func(c): return c is Button).map(func(b): return String(b.text))
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check(labels.has("Tutorial (carry on)") and not labels.any(func(t): return t.begins_with("Continue")),
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"and lists it once: no \"Continue: Tutorial\" as well %s" % [labels.slice(0, 3)])
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page.free()
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ts.free()
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world = load("res://scenes/world.tscn").instantiate()
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root.add_child(world)
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for _i in range(5):
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await physics_frame
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player = world.player
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player.set_physics_process(false)
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player.survival.set_process(false)
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world.day_night.frozen = true
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world.weather.set_process(false)
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world.weather.force("clear")
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inv = player.inventory
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sv = player.survival
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_pn = load("res://scripts/ui/guide.gd").new()
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root.add_child(_pn)
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_pn.setup(player)
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await _body()
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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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# --- helpers ------------------------------------------------------------------------------
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func _at(id: String) -> bool:
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return String(G.current().get("id", "")) == id
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func _ground(p: Vector3) -> Vector3:
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return Vector3(p.x, world.terrain.sample_height(p.x, p.z), p.z)
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func _near(p: Vector3, d: float = 1.2) -> void:
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var to: Vector3 = player.global_position - p
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to.y = 0.0
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player.global_position = _ground(p + (to.normalized() if to.length() > 0.1 else Vector3(1, 0, 0)) * d)
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func _take(id: String) -> bool:
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var best: Node3D = null
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var best_d := INF
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for pk in world.props.pickups.values():
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if is_instance_valid(pk) and not pk.taken and pk.item_id == id:
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var d: float = pk.global_position.distance_to(player.global_position)
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if d < best_d:
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best_d = d
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best = pk
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if best == null:
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return false
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player.global_position = best.global_position + Vector3(0.8, 0.0, 0)
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return A.pickup(player, best)
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func _node(kind: String) -> Node3D:
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var best: Node3D = null
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var best_d := INF
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for n in world.props.resource_nodes.values():
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if is_instance_valid(n) and n.kind == kind and not n.depleted:
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var d: float = n.global_position.distance_to(player.global_position)
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if d < best_d:
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best_d = d
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best = n
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return best
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## Puts `id` in hand: swapped into the first hotbar slot (only those can be
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## held), like a player dragging it there.
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func _hold(id: String) -> int:
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for i in range(inv.size()):
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var s = inv.get_slot(i)
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if s != null and s.id == id:
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var tmp = inv.get_slot(0)
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inv.set_slot(0, s)
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inv.set_slot(i, tmp)
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player.select(0)
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return 0
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return -1
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func _fell(n: Node3D) -> void:
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_near(n.global_position, 1.4)
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var hits := 0
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while not n.depleted and hits < 40:
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sv.stamina = 100.0
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if A.harvest_hit(player, n, n.global_position + Vector3(0, 0.6, 0)):
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hits += 1
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## Places what's in `id`'s slot on the ground `ahead` metres in front of you.
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func _place(id: String, ahead: float, side: float = 0.0) -> Node3D:
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var slot := _hold(id)
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var f := -player.global_basis.z
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var r := player.global_basis.x
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for k in range(12):
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var at := _ground(player.global_position + f * (ahead + 0.5 * k) + r * side)
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var xf := Transform3D(Basis(Vector3.UP, player.rotation.y), at)
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if world.placement_valid(DB.get_item(id), xf) and A.place(player, slot, xf, world):
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for p in world.all_pieces():
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if p.item_id == id and p.global_position.distance_to(at) < 0.05:
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return p
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return null
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func _by_fire() -> void:
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_near(fire.global_position, 2.0)
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func _step_done(id: String) -> bool:
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return ticked.has(id)
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func _body() -> void:
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await _tools()
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await _food()
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await _hunt()
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await _fishing()
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await _night()
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_finish()
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_finished = true
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# --- 1. first tools -------------------------------------------------------------------------
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func _tools() -> void:
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print("1. first tools")
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check(G.active and _at("look"), "the tutorial world starts the tutorial (Old Tam: \"%s\")" % String(G.current().text).left(40))
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check(world.wolves == null or not world.wolves.enabled, "a calm island: no wolf pack")
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check(world.bears == null, "no bear, nothing stealing food")
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G.walked(11.0)
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for id in ["stick", "stick", "stick", "stone", "stone", "stone", "fiber", "flint", "flint"]:
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_take(id)
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check(A.craft(player, "stone_axe"), "an axe")
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_hold("stone_axe")
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_fell(_node("tree"))
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while inv.count("stick") < 2:
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_take("stick")
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if inv.count("flint") < 1:
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_take("flint")
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check(A.craft(player, "stone_pickaxe"), "a pickaxe")
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_hold("stone_pickaxe")
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_fell(_node("rock"))
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check(ticked == ["look", "sticks", "flax", "axe", "tree", "pickaxe"], "chapter 1 done: %s" % [ticked])
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# --- 2. fire and food -----------------------------------------------------------------------
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func _food() -> void:
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print("2. fire and food")
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check(_at("campfire") and _pn._chapter.text.contains("Fire and food"), "next chapter: Fire and food")
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inv.add("stone", 5)
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inv.add("stick", 4)
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check(A.craft(player, "campfire"), "a campfire, by hand")
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fire = _place("campfire", 2.5)
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check(fire != null and _step_done("campfire"), "placed: it ticks")
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fire.fuel = fire.MAX_FUEL
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print(" berries")
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G._marker = G.find_marker()
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var bush: Node3D = null
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for b in world.props.forage.values():
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if is_instance_valid(b) and b.ripe() and (bush == null or b.global_position.distance_to(player.global_position) < bush.global_position.distance_to(player.global_position)):
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bush = b
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check(bush != null and G.marker_position().distance_to(bush.global_position) < 0.05, "the marker's on the nearest ripe bush")
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_near(bush.global_position, 1.2)
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check(A.forage(player, bush) and inv.count("berries") > 0, "picked")
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sv.hunger = 40.0
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check(A.eat(player, _hold("berries")) and _step_done("berries"), "and eaten: it ticks")
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print(" a mushroom")
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check(_take("mushroom"), "found one under the trees")
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_by_fire()
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check(A.craft(player, "roasted_mushroom") and _step_done("mushroom"), "roasted at the fire: it ticks")
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print(" the diet")
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check(_at("diet") and _pn._progress.text.is_empty(), "Old Tam explains the diet bars")
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var ev := InputEventKey.new()
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ev.keycode = KEY_ENTER
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ev.pressed = true
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_pn._unhandled_input(ev)
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check(_step_done("diet"), "Enter carries on")
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# --- 3. hunting ------------------------------------------------------------------------------
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func _hunt() -> void:
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print("3. hunting")
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_by_fire()
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inv.add("wood", 14)
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inv.add("flint", 2)
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check(A.craft(player, "workbench"), "a workbench")
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bench = _place("workbench", 2.5, 2.5)
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check(bench != null and _step_done("workbench"), "placed")
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check(A.craft(player, "club") and _step_done("weapon"), "a club: a weapon")
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check(_at("rabbit"), "now: %s" % G.current().get("title", "?"))
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var rabbits: Array = world.creatures.alive("rabbit")
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check(rabbits.size() >= 3, "Old Tam's rabbits are about (%d)" % rabbits.size())
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G._marker = G.find_marker()
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var rb: Node3D = null
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for r in rabbits:
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if rb == null or r.global_position.distance_to(player.global_position) < rb.global_position.distance_to(player.global_position):
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rb = r
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check(G.marker_position().distance_to(rb.global_position) < 0.05, "the marker's on the nearest one")
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rb.set_physics_process(false)
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_near(rb.global_position, 1.5)
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_hold("club")
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sv.stamina = 100.0
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check(A.melee(player, rb) and rb.is_dead() and _step_done("rabbit"), "one blow with the club")
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check(A.butcher(player, rb), "butchered")
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_by_fire()
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check(A.craft(player, "cooked_meat") and _step_done("cook"), "and the meat cooked: it ticks")
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G.continue_step()
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check(_step_done("animals"), "(the tip about deer and boars)")
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# --- 4. fishing --------------------------------------------------------------------------------
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func _fishing() -> void:
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print("4. fishing")
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_near(bench.global_position, 1.5)
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inv.add("stick", 2)
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inv.add("fiber", 3)
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inv.add("flint", 1)
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check(A.craft(player, "fishing_rod") and _step_done("rod"), "a rod at the workbench")
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G._marker = G.find_marker()
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var shore: Vector3 = G.marker_position()
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var t: Node3D = world.terrain
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check(shore != Vector3.INF and t.sample_height(shore.x, shore.z) >= t.water_level, "the marker shows the lake shore")
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var lake: Vector2 = t.lake_center
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var x: float = lake.x
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while t.sample_height(x, lake.y) < t.water_level + 0.4 and x < lake.x + 60.0:
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x += 0.5
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player.global_position = _ground(Vector3(x + 1.0, 0, lake.y))
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_hold("fishing_rod")
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sv.stamina = 100.0
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var origin: Vector3 = player.global_position + Vector3(0, 1.6, 0)
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check(A.cast_line(player, origin, Vector3(lake.x, t.water_level, lake.y) - origin, world), "cast")
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var tt := 0.0
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while tt < 400.0:
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var b: Node3D = world.bobber
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if b == null or b.state == "biting":
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break
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b.set_physics_process(false)
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b.step(0.05)
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tt += 0.05
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check(world.bobber != null and world.bobber.state == "biting", "a bite (after %.0f s)" % tt)
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check(A.reel(player, world), "landed it")
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var fish := "perch" if inv.count("perch") > 0 else "trout"
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_by_fire()
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check(A.craft(player, "grilled_" + fish) and _step_done("fish"), "grilled: it ticks")
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# --- 5. shelter and night ----------------------------------------------------------------------
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func _night() -> void:
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print("5. shelter and night")
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check(_at("hut"), "now: build a hut")
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print(" the outline")
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var ol: Node3D = G.outline
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check(ol != null and ol.slots.size() == 20 and ol.refresh() == 20, "Old Tam marks out a hut: a 20-piece outline")
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check(ol.center().distance_to(fire.global_position) < 9.0 and ol.center().distance_to(fire.global_position) > 3.0,
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"near the fire, on clear ground (%.0f m away), not on it" % ol.center().distance_to(fire.global_position))
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G._marker = G.find_marker()
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check(G.marker_position().distance_to(ol.center()) < 0.05, "the marker points at it")
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var slot0: Transform3D = ol.slots[0][1]
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var aim := {"position": slot0.origin + Vector3(0.9, 0, -0.7), "normal": Vector3.UP, "collider": world.terrain.get_node("TerrainBody")}
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var r: Dictionary = world.build.placement(DB.get_item("wood_floor"), aim, player.rotation.y + 0.4)
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check(r.ok and r.xf.origin.distance_to(slot0.origin) < 0.01, "a floor aimed near its place in the outline goes right in")
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var yaw: float = ol.origin.basis.get_euler().y
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var hut: Dictionary = await world.build.debug_build_hut(ol.center(), yaw)
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for _i in range(3):
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await physics_frame
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check(hut.placed == 20, "a hut (the same snapping a player uses: %d pieces)" % hut.placed)
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check(not is_instance_valid(ol) or ol.is_queued_for_deletion() or ol.refresh() == 0, "every piece of the outline filled")
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var b := Basis(Vector3.UP, yaw)
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var center: Vector3 = hut.pieces[0].global_transform * Vector3(1, 0, 1)
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check(center.distance_to(ol.center() if is_instance_valid(ol) else center) < 0.05, "(built right on it)")
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for _i in range(3):
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await physics_frame
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var under := 0
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var space: PhysicsDirectSpaceState3D = world.get_world_3d().direct_space_state
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for pk in world.props.pickups.values():
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if pk.taken or Vector2(pk.global_position.x - center.x, pk.global_position.z - center.z).length() > 5.0:
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continue
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var rq := PhysicsRayQueryParameters3D.create(pk.global_position + Vector3(0, 0.02, 0), pk.global_position + Vector3(0, 2.6, 0))
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rq.collision_mask = 4
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rq.hit_from_inside = true
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if not space.intersect_ray(rq).is_empty():
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under += 1
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check(under == 0, "no flax, sticks or stones poking up through the floor (%d left)" % under)
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player.global_position = center + b * Vector3(0.6, 0.05, -0.6)
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sv._shelter_left = 0.0
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sv.step(0.2)
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G.poll()
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check(_step_done("hut"), "stand inside out of the weather: it ticks")
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print(" the bed")
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_near(bench.global_position, 1.5)
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inv.add("wood", 8)
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inv.add("fiber", 6)
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check(A.craft(player, "bed"), "a bed at the workbench")
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player.global_position = center + b * Vector3(0.6, 0.05, 0.9)
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var slot := _hold("bed")
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var bxf := Transform3D(b, center + b * Vector3(-0.5, 0, -0.4))
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check(world.placement_valid(DB.get_item("bed"), bxf) and A.place(player, slot, bxf, world), "put inside")
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var bed: Node3D = null
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for p in world.all_pieces():
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if p.item_id == "bed":
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bed = p
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check(A.use_bed(player, bed), "E on it: spawn set")
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G.poll()
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check(_step_done("bed"), "it ticks")
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print(" nightfall")
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check(_at("torch") and world.day_night.hours() >= 18.5, "the sun goes down (%.1f h)" % world.day_night.hours())
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inv.add("stick", 1)
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inv.add("fiber", 2)
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check(A.craft(player, "torch") and _step_done("torch"), "a torch")
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print(" the wolf")
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check(_at("wolf") and G.demo_wolf != null, "a wolf comes out of the dark")
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var w: Node3D = G.demo_wolf
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var hp0: float = sv.health
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var closest := INF
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var t := 0.0
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while is_instance_valid(w) and not w.is_queued_for_deletion() and t < 60.0:
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w.set_physics_process(false)
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w.step(0.1)
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closest = minf(closest, w.global_position.distance_to(player.global_position))
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t += 0.1
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if int(t * 10) % 10 == 0:
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await physics_frame
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check(_step_done("wolf"), "it circles, then slinks off (%.0f s)" % t)
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check(sv.health == hp0 and closest > 6.0, "never closer than %.0f m, and never bites" % closest)
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print(" sleep")
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check(_at("sleep") and world.day_night.hours() >= 20.9, "bedtime (%.1f h)" % world.day_night.hours())
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player.global_position = center + b * Vector3(0.6, 0.05, 0.9)
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check(A.use_bed(player, bed), "into bed")
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check(_step_done("sleep"), "slept till morning: it ticks")
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func _finish() -> void:
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print("finished")
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var order := []
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for s in G.steps:
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order.append(String(s.id))
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check(ticked == order, "all %d steps ticked, in order" % order.size())
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check(G.is_finished(), "the tutorial is done")
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check(_pn.card != null and is_instance_valid(_pn.card), "Old Tam's goodbye card is up")
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var buttons: Array = _pn.card.find_children("*", "Button", true, false)
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check(buttons.size() == 2 and buttons[0].text == "Start your own world" and buttons[1].text == "Keep exploring",
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"with Start your own world and Keep exploring")
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_pn._on_keep_exploring()
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check(_pn.card == null and not player.ui_open, "Keep exploring: back to the island")
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print("skipping")
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# (With nothing counted yet, so the next step doesn't tick at once.)
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var idx: int = G.index
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var saved: Dictionary = G.counters.duplicate()
|
|
G.counters = {}
|
|
G.index = 3
|
|
G.skip()
|
|
check(G.index == 4 and String(G.current().id) == "tree", "(Skip step moves on: the pause menu's button)")
|
|
G.index = idx
|
|
G.counters = saved
|