Wolves - Den: a boulder cave at the foot of the rim, sited from the seed (away from the sea and spawn, mouth toward the valley, clearing in front) - Grace period: no wolves days 1-2; they move in on day 3 and howl; hunting from night 4; pack of 2, 3 from day 6, 4 from day 9; replaced by day - Wary pack hunters: circle and dart in one at a time; a lit campfire is a safe zone, a torch makes them hesitate, walls block bites (line of sight); hit one and the pack turns; hurt wolves flee; a lone wolf is timid; by day they defend the den; home at dawn - Glowing eyes, synthesised howls, can't sleep with wolves prowling - Wolf pelt and Wolf Cloak (+25 warmth) - Animals take a committed detour around obstacles Fishing - Fishing rod (workbench); cast a float onto the lake, 1.5 s to land a bite - Perch and rarer trout; faster bites at dawn/dusk and in rain; grill them - Visible fish near the shore that jump with splash rings Mixed diet - Foods belong to meat, fish or greens; each level runs down over ~1.5 days - One group low: no healing; two low: Malnourished (health drains); all three good: Balanced diet (heal x1.5); HUD diet bars; saved Tests: test_wolves and test_fishing_diet; run_all.sh covers 9 suites
263 lines
9.9 KiB
GDScript
263 lines
9.9 KiB
GDScript
extends SceneTree
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## Fishing (rod, casting, bites, landing and losing fish, grilling) and the
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## mixed diet (food groups, poor diet, malnutrition, balanced diet, saving).
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## Run: godot --headless --path . --script res://tests/test_fishing_diet.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 _toasts: Array[String] = []
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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 _spawn_world() -> Node3D:
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var w: Node3D = load("res://scenes/world.tscn").instantiate()
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root.add_child(w)
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for _i in range(5):
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await physics_frame
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return w
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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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A.notify.connect(func(t): _toasts.append(t))
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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 id: String = S.create_world("Fish", 1337)
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S.current_id = id
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var world: Node3D = await _spawn_world()
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await _body(world)
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check(_finished, "test ran to the end (no script errors)")
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S.delete_world(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 _hold(player: Node, id: String) -> void:
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var inv: Inventory = player.inventory
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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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break
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player.select(0)
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## Steps the float until it reaches `want` (or `secs` pass). Returns it.
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func _bob_until(world: Node3D, want: String, secs: float) -> Node3D:
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var t := 0.0
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while t < secs:
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var b: Node3D = world.bobber
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if b == null or not is_instance_valid(b):
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return null
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if b.state == want:
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return b
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b.set_physics_process(false)
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b.step(0.05)
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t += 0.05
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return world.bobber
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func _cast(world: Node3D, player: Node3D, toward: Vector3) -> bool:
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var origin: Vector3 = player.global_position + Vector3(0, 1.6, 0)
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return A.cast_line(player, origin, toward - origin, world)
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func _body(world: Node3D) -> void:
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var player: CharacterBody3D = world.get_node("Player")
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var sv: Node = player.survival
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var inv: Inventory = player.inventory
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var terrain: Node3D = world.get_node("Terrain")
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player.set_physics_process(false)
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sv.set_process(false)
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world.day_night.frozen = true
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world.weather.force("clear")
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world.creatures.enabled = false
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world.day_night.time = 0.5
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world.day_night.apply(true)
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print("the rod")
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var bench: Node = world.spawn_piece(DB.get_item("workbench"), Transform3D(Basis(), player.global_position + Vector3(2, -1.5, 0)))
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bench.global_position.y = terrain.sample_height(bench.global_position.x, bench.global_position.z)
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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 inv.count("fishing_rod") == 1, "a fishing rod from 2 sticks, 3 fiber and a flint")
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world.remove_piece(bench)
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_hold(player, "fishing_rod")
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check(A.melee_stats(player).armed == false, "(a rod isn't a weapon)")
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# Stand on the lake's east shore, looking out over the water.
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var lake: Vector2 = terrain.lake_center
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var x: float = lake.x
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while terrain.sample_height(x, lake.y) < terrain.water_level + 0.4 and x < lake.x + 60.0:
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x += 0.5
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var shore := Vector3(x + 1.0, terrain.sample_height(x + 1.0, lake.y), lake.y)
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player.global_position = shore
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var out := Vector3(lake.x, terrain.water_level, lake.y)
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var inland := shore + Vector3(12, 0, 0)
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inland.y = terrain.sample_height(inland.x, inland.z)
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print("casting")
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sv.stamina = 100.0
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check(_cast(world, player, out) and world.bobber != null, "cast the line")
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check(sv.stamina < 100.0, "casting costs a little stamina")
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var b := _bob_until(world, "floating", 5.0)
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check(b != null and b.state == "floating" and absf(b.global_position.y - terrain.water_level) < 0.01, "the float lands on the lake")
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check(terrain.sample_height(b.global_position.x, b.global_position.z) < terrain.water_level - 0.5, "over deep enough water (%.1f m)" % (terrain.water_level - terrain.sample_height(b.global_position.x, b.global_position.z)))
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b = _bob_until(world, "biting", 40.0)
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check(b != null and b.state == "biting" and _toasts.has("Bite! Click to reel in"), "a fish bites")
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var fish0 := inv.count("perch") + inv.count("trout")
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check(A.reel(player, world) and inv.count("perch") + inv.count("trout") == fish0 + 1, "reel in quickly and you land it")
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check(world.bobber == null, "and the line comes in")
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print("losing one")
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_cast(world, player, out)
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_bob_until(world, "floating", 5.0)
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b = _bob_until(world, "biting", 40.0)
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_toasts.clear()
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b.step(b.BITE_WINDOW + 0.1)
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check(b.state == "floating" and _toasts.has("It got away"), "too slow and it gets away")
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fish0 = inv.count("perch") + inv.count("trout")
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check(not A.reel(player, world) and inv.count("perch") + inv.count("trout") == fish0, "reeling in with nothing biting catches nothing")
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print("bad casts")
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_toasts.clear()
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player.global_position = shore
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_cast(world, player, inland + Vector3(10, 0, 0))
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b = _bob_until(world, "landed", 5.0)
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check(b != null and b.state == "landed" and _toasts.any(func(t): return t.begins_with("Cast into the water")), "a cast onto dry land tells you so")
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b.step(60.0)
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check(b.state == "landed", "and nothing ever bites on land")
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A.reel(player, world)
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_cast(world, player, out)
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_bob_until(world, "floating", 5.0)
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player.global_position = shore + Vector3(45, 0, 0)
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world.bobber.step(0.05)
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check(world.bobber == null, "walk off and the line snaps")
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player.global_position = shore
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_cast(world, player, out)
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_bob_until(world, "floating", 5.0)
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inv.add("berries", 1)
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player.select(5)
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for _i in range(3):
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await physics_frame
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check(world.bobber == null, "switching away from the rod reels in")
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_hold(player, "fishing_rod")
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print("when they bite")
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_cast(world, player, out)
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b = _bob_until(world, "floating", 5.0)
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var noon := 0.0
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var dawn := 0.0
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world.day_night.time = 12.0 / 24.0
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for _i in range(300):
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noon += b._next_wait()
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world.day_night.time = 6.5 / 24.0
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for _i in range(300):
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dawn += b._next_wait()
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check(dawn < noon * 0.75, "fish bite sooner at dawn (%.1f s vs %.1f s at noon)" % [dawn / 300.0, noon / 300.0])
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var trout := 0
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for _i in range(400):
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if b._pick_fish() == "trout":
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trout += 1
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check(trout > 100 and trout < 220, "trout are the rarer catch (%d in 400 at dawn)" % trout)
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A.reel(player, world)
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world.day_night.time = 0.5
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print("grilling")
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inv.add("perch", 1)
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inv.add("trout", 1)
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var fire: Node = world.spawn_piece(DB.get_item("campfire"), Transform3D(Basis(), shore + Vector3(2, 0, 0)))
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fire.global_position.y = terrain.sample_height(fire.global_position.x, fire.global_position.z)
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check(A.craft(player, "grilled_perch") and A.craft(player, "grilled_trout"), "grill perch and trout at a campfire")
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world.remove_piece(fire)
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print("diet")
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check(sv.diet.meat > 59.0 and sv.diet.fish > 59.0 and sv.diet.plants > 59.0, "a new world starts you reasonably fed (%s)" % [sv.diet])
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sv.hunger = 50.0
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inv.add("berries", 1)
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_hold(player, "berries")
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var p0: float = sv.diet.plants
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A.eat(player, 0)
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check(sv.diet.plants > p0 and sv.diet.meat < 60.0 + 0.01, "berries count as greens, not meat")
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_hold(player, "grilled_trout")
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sv.diet.fish = 20.0
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var f0: float = sv.diet.fish
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A.eat(player, 0)
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check(sv.diet.fish >= f0 + 44.0, "grilled trout is fish")
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sv.diet = {"meat": 60.0, "fish": 60.0, "plants": 60.0}
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sv.hunger = 90.0
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sv.warmth = 70.0
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for _i in range(900):
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sv.step(1.0)
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check(sv.diet.meat < 15.0 + 0.5 and sv.diet.meat > 5.0, "each group runs down over about a day (meat %.0f after 15 min)" % sv.diet.meat)
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# One group low: no healing.
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sv.diet = {"meat": 50.0, "fish": 5.0, "plants": 50.0}
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sv.hunger = 90.0
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sv.health = 60.0
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sv._hurt_cd = 0.0
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sv.step(10.0)
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check(sv.health == 60.0, "missing one food group stops natural healing")
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check(sv.statuses.any(func(s): return s.begins_with("Poor diet (need fish")), "and the HUD says what you're missing (%s)" % [sv.statuses])
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# Two low: health drains.
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sv.diet = {"meat": 5.0, "fish": 5.0, "plants": 50.0}
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sv.step(10.0)
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check(sv.health < 60.0, "missing two makes you Malnourished: health drains (%.1f)" % sv.health)
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check(sv.statuses.any(func(s): return s.begins_with("Malnourished")), "(%s)" % [sv.statuses])
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# Balanced heals faster than merely adequate.
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sv.diet = {"meat": 25.0, "fish": 25.0, "plants": 25.0}
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sv.health = 50.0
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sv.step(10.0)
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var adequate: float = sv.health - 50.0
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sv.diet = {"meat": 70.0, "fish": 70.0, "plants": 70.0}
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sv.health = 50.0
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sv.step(10.0)
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var balanced: float = sv.health - 50.0
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check(balanced > adequate * 1.4 and sv.statuses.has("Balanced diet"), "a balanced diet heals faster (%.1f vs %.1f per 10 s)" % [balanced, adequate])
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# Living on berries alone eventually kills you.
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var deaths := [0]
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sv.died.connect(func(): deaths[0] += 1)
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sv.diet = {"meat": 60.0, "fish": 60.0, "plants": 60.0}
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sv.health = 100.0
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sv.hunger = 100.0
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inv.add("berries", 30)
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var hours := 0.0
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var min_hunger := 100.0
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while deaths[0] == 0 and hours < 72.0:
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for _i in range(60):
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sv.step(1.0)
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if deaths[0] == 0:
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min_hunger = minf(min_hunger, sv.hunger)
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if sv.hunger < 85.0:
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_hold(player, "berries")
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A.eat(player, 0)
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hours += 60.0 / 50.0 # 60 s is 1.2 in-game hours
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check(deaths[0] == 1 and min_hunger > 50.0, "berries alone keep you full but kill you in the end (after %.0f in-game hours, food never below %.0f)" % [hours, min_hunger])
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check(hours > 24.0, "slowly, though: over a day, so there's time to notice")
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print("save + load")
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sv.diet = {"meat": 33.0, "fish": 44.0, "plants": 55.0}
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world.save_now()
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world.queue_free()
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await process_frame
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await process_frame
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world = await _spawn_world()
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sv = world.get_node("Player").survival
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check(absf(sv.diet.meat - 33.0) < 0.5 and absf(sv.diet.fish - 44.0) < 0.5 and absf(sv.diet.plants - 55.0) < 0.5, "diet levels are saved")
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sv.load_data({"health": 80.0})
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check(sv.diet.meat == 60.0 and sv.diet.fish == 60.0, "older saves start with a reasonable diet")
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world.queue_free()
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_finished = true
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