77 lines
3.1 KiB
GDScript
77 lines
3.1 KiB
GDScript
extends SceneTree
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## Terrain edge check, for several seeds: in the band just inside the boundary
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## wall there must be (1) no water deeper than you can wade out of, and (2) no
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## water without a bank, i.e. ground that drops away outward. The inland water
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## surface stops at the wall, so unbanked water hangs in the air over the drop.
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## This is the bug where the player fell into floating water by the sea cliff.
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## Shallow ponds at the foot of the mountains are fine: the slope holds them.
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##
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## Run: godot --headless --path . --script res://tests/test_terrain_edges.gd
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const BAND := 10.0 # metres inside the wall to check
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const MAX_EDGE_DEPTH := 1.0 # deepest allowed water near the edge (wadeable)
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const BANK_CHECK := 12.0 # how far outward the bank must rise above water
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## The original island plus a spread of other seeds: new worlds get random
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## seeds, so the edge rule has to hold for any of them.
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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 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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var bad := 0
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var worst := INF
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var worst_at := Vector2.ZERO
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var half: float = terrain.size * 0.5
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var x := -half
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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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# (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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# Hazard 2: water that isn't held in by a bank. The inland water
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# surface stops at the wall, so wet ground must rise again just
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# outward, or the water edge hangs over a drop.
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var unbanked := false
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if h < terrain.water_level:
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var out := Vector2(x, z).normalized() * BANK_CHECK
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unbanked = terrain.sample_height(x + out.x, z + out.y) < terrain.water_level
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if too_deep or unbanked:
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bad += 1
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if h < worst:
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worst = h
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worst_at = Vector2(x, z)
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z += 1.0
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x += 1.0
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if bad > 0:
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print(" lowest %.1f m at (%.0f, %.0f), sea weight %.2f" % [
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worst, worst_at.x, worst_at.y, terrain.sea_weight(worst_at.x, worst_at.y)])
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return bad
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