Files
Emberwild/tests/test_thieves.gd

246 lines
8.9 KiB
GDScript

extends SceneTree
## P3 thieves (docs/PROGRESSION_DESIGN.md §4): crows by day and foxes at
## night come for food left on the ground. A crow pecks a stack away and
## takes off if you come near; a fox runs off with the lot, and drops it if
## you kill it. Food you're standing by, and food in a chest, is safe.
## Run: godot --headless --path . --script res://tests/test_thieves.gd
var _fails := 0
var _finished := false
var A: Node
var S: Node
var DB: Node
var _toasts: Array[String] = []
var world: Node3D
var player: CharacterBody3D
var th: Node
var site: Vector3
func check(cond: bool, what: String) -> void:
print((" ok " if cond else " FAIL ") + what)
if not cond:
_fails += 1
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
A = root.get_node("Actions")
S = root.get_node("Saves")
DB = root.get_node("ItemDB")
A.notify.connect(func(t): _toasts.append(t))
S.root_dir = "user://test_worlds"
for w in S.list_worlds():
S.delete_world(w.id)
S.current_id = S.create_world("Thieves", 1337)
world = load("res://scenes/world.tscn").instantiate()
root.add_child(world)
for _i in range(5):
await physics_frame
world.creatures.enabled = false
for c in world.creatures.alive():
c.queue_free()
if world.wolves != null:
world.wolves.enabled = false
world.bears.enabled = false
if world.bears.bear != null:
world.bears.bear.queue_free() # (it would eat the test food)
player = world.player
player.set_physics_process(false)
player.survival.set_process(false)
world.day_night.frozen = true
world.weather.set_process(false)
world.weather.force("clear")
th = world.thieves
th.enabled = false
await _body()
check(_finished, "test ran to the end (no script errors)")
for w in S.list_worlds():
S.delete_world(w.id)
DirAccess.remove_absolute(S.root_dir)
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
quit(1 if _fails > 0 else 0)
func _set_time(hours: float) -> void:
world.day_night.day = 3
world.day_night.time = hours / 24.0
world.day_night.apply(true)
## Runs the thieves for up to `secs`, stopping once `until` is true.
func _sim(secs: float, until: Callable = Callable()) -> float:
var t := 0.0
while t < secs:
th.step(0.1)
for c in th.get_children():
if is_instance_valid(c) and not c.is_queued_for_deletion():
c.set_physics_process(false)
c.step(0.1)
t += 0.1
if until.is_valid() and until.call():
break
if int(t * 10) % 10 == 0:
await physics_frame
return t
func _ground(p: Vector3) -> Vector3:
return Vector3(p.x, world.terrain.sample_height(p.x, p.z), p.z)
func _drop(id: String, n: int, at: Vector3) -> Node3D:
return world.drop_item(id, n, Transform3D(Basis(), _ground(at) + Vector3(0, 0.15, 0)))
func _toast_has(s: String) -> bool:
for t in _toasts:
if t.contains(s):
return true
return false
func _thief(kind: String) -> Node3D:
for c in th.alive():
if c.kind == kind:
return c
return null
func _clear() -> void:
for c in th.get_children():
c.queue_free()
for d in world.all_dropped():
d.queue_free()
await physics_frame
func _body() -> void:
site = world.build.debug_find_site(world._spawn + player.global_basis.z * 30.0, 6.0)
await _crows()
await _scared()
await _safe()
await _foxes()
await _caught()
_net()
_finished = true
func _crows() -> void:
print("crows")
_set_time(12.0)
player.global_position = _ground(site + Vector3(25, 0, 0))
var berries := _drop("berries", 4, site)
await _sim(15.0)
check(th.alive().is_empty(), "food just put down draws nothing yet")
await _sim(10.0, func(): return not th.alive().is_empty())
var crow := _thief("crow")
check(crow != null, "left alone 20 s by day, it draws a crow")
if crow == null:
return
check(crow.global_position.distance_to(berries.global_position) > 30.0 and crow.global_position.y > world.terrain.sample_height(crow.global_position.x, crow.global_position.z) + 4.0,
"flying in from %.0f m away" % crow.global_position.distance_to(berries.global_position))
_toasts.clear()
var t: float = await _sim(20.0, func(): return crow.state == "peck")
check(crow.state == "peck" and crow.global_position.distance_to(berries.global_position) < 0.6, "it lands on the berries (%.0f s)" % t)
check(_toast_has("crow is pecking"), "and you hear it (%s)" % [_toasts])
await _sim(6.5)
check(int(berries.amount) == 2, "it eats them one every 3 s (%d left)" % int(berries.amount))
await _sim(8.0, func(): return berries.taken)
check(berries.taken, "until they're gone")
check(crow.state == "fly_off", "then it flies off")
await _sim(25.0, func(): return not is_instance_valid(crow) or crow.is_queued_for_deletion())
check(not is_instance_valid(crow) or crow.is_queued_for_deletion(), "and is gone")
await _clear()
func _scared() -> void:
print("scaring it off")
var meat := _drop("cooked_meat", 3, site)
await _sim(30.0, func(): return _thief("crow") != null and _thief("crow").state == "peck")
var crow := _thief("crow")
check(crow != null and crow.state == "peck", "a crow lands on some cooked meat")
if crow == null:
return
player.global_position = _ground(site + Vector3(5, 0, 0))
await _sim(0.5)
check(crow.state == "fly_off" and int(meat.amount) >= 2 and not meat.taken, "walk over and it takes off, leaving the meat (%d)" % int(meat.amount))
print("shooting it")
crow.take_hit(10.0, player.global_position)
check(crow.is_dead(), "an arrow brings it down")
check(absf(crow.global_position.y - world.terrain.sample_height(crow.global_position.x, crow.global_position.z)) < 0.05, "it falls to the ground")
var got: Dictionary = crow.butcher_drops()
check(int(got.get("feather", 0)) >= 1, "feathers (%s)" % [got])
await _clear()
func _safe() -> void:
print("food you're watching")
var by_you := _drop("berries", 5, site)
player.global_position = _ground(site + Vector3(6, 0, 0))
await _sim(60.0)
check(th.alive().is_empty() and int(by_you.amount) == 5, "a minute with you beside it: nothing comes")
print("food in a chest")
var chest: Node3D = world.spawn_piece(DB.get_item("chest"), Transform3D(Basis(), _ground(site + Vector3(0, 0, 4))))
chest.inventory.add("raw_meat", 4)
by_you.queue_free()
player.global_position = _ground(site + Vector3(25, 0, 0))
await _sim(60.0)
check(th.alive().is_empty() and chest.inventory.count("raw_meat") == 4, "a closed chest keeps it safe")
world.remove_piece(chest)
await _clear()
func _foxes() -> void:
print("foxes")
_set_time(21.0)
var meat := _drop("raw_meat", 3, site)
await _sim(25.0, func(): return not th.alive().is_empty())
var fox := _thief("fox")
check(fox != null and _thief("crow") == null, "at night it's a fox that comes")
if fox == null:
return
_toasts.clear()
var t: float = await _sim(30.0, func(): return not fox.carry.is_empty())
check(meat.taken and int(fox.carry.get("count", 0)) == 3, "it slinks up and takes all 3 meat in one go (%.0f s)" % t)
check(_toast_has("fox has run off"), "you hear it (%s)" % [_toasts])
await _sim(40.0, func(): return not is_instance_valid(fox) or fox.is_queued_for_deletion())
check(not is_instance_valid(fox) or fox.is_queued_for_deletion(), "it gets away: the meat's gone")
var found: Array = world.all_dropped().filter(func(d): return d.item_id == "raw_meat")
check(found.is_empty(), "(none left anywhere)")
print("too close")
var fish := _drop("trout", 1, site)
await _sim(25.0, func(): return _thief("fox") != null)
fox = _thief("fox")
if fox != null:
await _sim(4.0)
player.global_position = fox.global_position + Vector3(6, 0, 0)
await _sim(0.5)
check(fox.state == "flee" and fox.carry.is_empty() and not fish.taken, "walk at it while it's creeping in and it bolts empty-handed")
await _clear()
func _caught() -> void:
print("catching one")
player.global_position = _ground(site + Vector3(25, 0, 0))
var meat := _drop("cooked_meat", 2, site)
await _sim(25.0, func(): return _thief("fox") != null)
var fox := _thief("fox")
await _sim(30.0, func(): return fox != null and not fox.carry.is_empty())
check(fox != null and not fox.carry.is_empty(), "a fox runs off with your cooked meat")
if fox == null:
return
await _sim(1.0)
var at: Vector3 = fox.global_position
fox.take_hit(40.0, player.global_position)
check(fox.is_dead(), "you shoot it")
var back: Array = world.all_dropped().filter(func(d): return d.item_id == "cooked_meat" and d.global_position.distance_to(at) < 1.5)
check(back.size() == 1 and int(back[0].amount) == 2, "and it drops the meat where it fell")
check(int(fox.butcher_drops().get("hide", 0)) == 1, "(and has a hide)")
await _clear()
func _net() -> void:
print("online")
var CN: Node = root.get_node("CreatureNet")
for k in [["crow", "peck"], ["fox", "carry"]]:
var c: Node3D = (th.CrowScript if k[0] == "crow" else th.FoxScript).new()
c.setup(k[0], world, site, 5)
c.thieves = th
c.set_physics_process(false)
th.add_child(c)
c.set_meta("cid", 42)
c.state = k[1]
var buf := PackedByteArray()
buf.resize(CN.ENTRY)
CN._encode(buf, 0, c)
var e: Array = CN._decode(buf, 0)
check(e[1] == k[0] and e[4] == k[1], "a %s goes over the network (%s, %s)" % [k[0], e[1], e[4]])
c.free()