Files
Emberwild/tests/test_wreck.gd

184 lines
7.8 KiB
GDScript

extends SceneTree
## 0.6.0 (docs/WORLDLETS_DESIGN.md §5): the Cove's wreck and the treasure map.
## The wreck is on the Cove's beach (and not in the Valley); driftwood and
## salt wash up on the sand; the captain's sea chest gives each player a
## treasure map, nails and salt, once; the map's X is that player's own (and
## somewhere else for the next player); reading the map tells you, and the X
## is on your N map while you carry it; who's had their share is saved.
## Run: godot --headless --path . --script res://tests/test_wreck.gd
var _fails := 0
var _finished := false
var S: Node
var A: Node
var _toasts: Array[String] = []
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:
S = root.get_node("Saves")
A = root.get_node("Actions")
A.notify.connect(func(t): _toasts.append(t))
S.root_dir = "user://test_wreck_worlds"
for w in S.list_worlds():
S.delete_world(w.id)
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 _load() -> Node3D:
var w: Node3D = load("res://scenes/world.tscn").instantiate()
root.add_child(w)
for _i in range(8):
await physics_frame
w.creatures.enabled = false
w.player.set_physics_process(false)
w.player.survival.set_process(false)
return w
func _drop(w: Node3D) -> void:
w.queue_free()
for _i in range(3):
await process_frame
func _body() -> void:
print("the Valley")
S.current_id = S.create_world("Valley", 1337)
var w: Node3D = await _load()
check(w.wreck == null, "no wreck in the Valley")
check(not w.props.pickups.values().any(func(p): return p.item_id == "driftwood"), "and no driftwood")
await _drop(w)
print("the wreck")
S.current_id = S.create_world("Cove", 1337, {"worldlet": "cove"})
w = await _load()
var t: Node3D = w.terrain
var wk: Node3D = w.wreck
check(wk != null and t.beach_weight(wk.global_position.x, wk.global_position.z) > 0.5, "a wreck on the Cove's beach")
if wk == null:
return
check(wk.global_position.distance_to(w.sea_cave.global_position) > 60.0, "at the far end of the bay from the sea cave (%.0f m)" % wk.global_position.distance_to(w.sea_cave.global_position))
check(w.water_at(wk.front.x, wk.front.z).is_empty() or float(w.water_at(wk.front.x, wk.front.z).depth) < 0.6, "you can stand beside it to reach the chest")
var drift: Array = w.props.pickups.values().filter(func(p): return p.item_id == "driftwood")
check(drift.size() >= 20 and drift.all(func(p): return t.beach_weight(p.global_position.x, p.global_position.z) > 0.5),
"driftwood along the sand (%d)" % drift.size())
check(w.props.pickups.values().any(func(p): return p.item_id == "salt"), "and salt crusts by the waterline")
print("the captain's sea chest")
var p: Node3D = w.player
var me: String = w.my_id()
p.global_position = wk.front
check(wk.chest.interact_prompt(p).begins_with("[E] Open"), "[E] Open the captain's sea chest")
wk.chest.interact(p)
check(p.inventory.count("treasure_map") == 1 and p.inventory.count("nails") >= 4 and p.inventory.count("salt") >= 2,
"a torn treasure map, nails and salt")
check(_toasts.any(func(s): return String(s).begins_with("In the captain's sea chest")), "(and it says so)")
_toasts.clear()
wk.chest.interact(p)
check(p.inventory.count("treasure_map") == 1 and _toasts.has("The sea chest's empty: you've had what was in it"), "once: the second time it's empty")
check(wk.open_for(p, "someone-else"), "someone else gets their own share")
p.inventory.remove("treasure_map", 1) # (it went in this bag: theirs, not ours)
print("the map")
var x: Vector3 = w.treasure_spot(me)
check(x != Vector3.INF and t.inside_boundary(x.x, x.z, 10.0) and x.y > t.water_level + 1.5, "your X: dry ground in the hills (%s)" % x)
var others := 0
for i in range(8):
if w.treasure_spot("player-%d" % i).distance_to(x) > 20.0:
others += 1
check(others >= 5, "and other players' X are mostly somewhere else (%d of 8)" % others)
check(w.treasure_spot(me) == x, "(the same every time for you)")
check(w.map_marks().any(func(m): return m.kind == "treasure" and m.pos == x), "on your map while you carry it, even where you haven't been")
_toasts.clear()
w.read_map(p)
check(_toasts.any(func(s): return String(s).begins_with("X marks the spot")), "reading it: X marks the spot")
p.inventory.remove("treasure_map", 1)
check(not w.map_marks().any(func(m): return m.kind == "treasure"), "(no map, no X)")
p.inventory.add("treasure_map", 1)
w.explore(wk.global_position)
check(w.map_marks().any(func(m): return m.kind == "wreck"), "the wreck's on the map once you've seen it")
print("the dig")
var tr: Node3D = w.treasure
check(tr != null, "the Cove has the pirate treasure")
for _i in range(3):
await process_frame
await create_timer(0.6).timeout
var m: Node3D = tr.mounds.get(me)
check(m != null and m.global_position.distance_to(x) < 0.1, "with your map, a mound of loose earth at your X")
check(tr.mounds.size() == 1, "(only yours: nobody else's shows)")
if m == null:
return
p.inventory.add("stone_pickaxe", 1)
_hold(p, "stone_pickaxe")
tr.force_crew = true
w.day_night.time = 21.0 / 24.0 # night
w.day_night.apply(true)
p.global_position = m.global_position + Vector3(1.4, 0, 0)
p.survival.stamina = 100.0
A.harvest_hit(p, m, m.global_position)
check(tr.crews.has(me) and tr.crews[me].alive().size() == 3, "at night, the first blow brings up the drowned crew (%d)" % (tr.crews[me].alive().size() if tr.crews.has(me) else 0))
if tr.crews.has(me):
var g: Node3D = tr.crews[me].alive()[0]
check(g.kind == "drowned" and g.state == "charge", "drowned sailors, coming for you")
g.set_physics_process(false)
for c in tr.crews[me].alive():
c.queue_free()
tr.crews[me].queue_free()
await process_frame
var blows := 1
while is_instance_valid(m) and not m.depleted and blows < 40:
p.survival.stamina = 100.0
A.harvest_hit(p, m, m.global_position)
blows += 1
check(blows == 18, "18 blows of a stone pickaxe (%d)" % blows)
check(p.inventory.count("ship_compass") == 1 and p.inventory.count("spyglass") == 1 and p.inventory.count("cutlass") == 1 \
and p.inventory.count("pirate_gold") == 3, "the pirate chest: a ship's compass, a spyglass, a cutlass and 3 pirate gold")
check(p.inventory.count("treasure_map") == 0, "and the map's used up")
check(me in tr.dug and not tr.mounds.has(me), "your treasure's dug: no more mound")
check(not w.map_marks().any(func(mk): return mk.kind == "treasure"), "(and no X)")
_hold(p, "cutlass")
var ms: Dictionary = A.melee_stats(p)
check(bool(ms.armed) and float(ms.damage) >= 30.0, "the cutlass hits hard (%s)" % ms.damage)
var other: Node3D = tr.mound_for("someone-else")
check(other != null and other.global_position.distance_to(x) > 1.0, "someone else's treasure is still in the ground, somewhere else")
check(DB_has("pirate_gold") and A.can_place(p, _slot(p, "pirate_gold")), "pirate gold can be set down as a trophy")
print("saved")
w.save_now()
await _drop(w)
w = await _load()
check(w.wreck.had(me) and w.wreck.had("someone-else") and not w.wreck.had("a-stranger"), "who's had their share is kept")
check(me in w.treasure.dug, "and whose treasure's been dug")
await _drop(w)
_finished = true
func DB_has(id: String) -> bool:
return not root.get_node("ItemDB").get_item(id).is_empty()
func _slot(p: Node, id: String) -> int:
for i in range(p.inventory.size()):
var s = p.inventory.get_slot(i)
if s != null and s.id == id:
return i
return -1
func _hold(p: Node, id: String) -> void:
var i := _slot(p, id)
if i < 0:
return
var tmp = p.inventory.get_slot(0)
p.inventory.set_slot(0, p.inventory.get_slot(i))
p.inventory.set_slot(i, tmp)
p.select(0)