extends SceneTree const RegionScene: PackedScene = preload( "res://world/generation/generated_world_region.tscn" ) const FIRST_SEED := 13001 const SECOND_SEED := 13002 func _initialize() -> void: call_deferred(&"_run") func _run() -> void: var region := RegionScene.instantiate() as GeneratedWorldRegion assert(region != null) root.add_child(region) await process_frame await physics_frame var generator := region.get_node( "Terrain/TerrainChunkGenerator" ) as TerrainChunkGenerator assert(generator != null) assert(region.get_generation_seed() == FIRST_SEED) _validate_generated_region(region, generator) var first_layout := generator.placement_keys() var first_decorations := _decoration_signature(region) assert(region.generate_world(FIRST_SEED)) assert(generator.placement_keys() == first_layout) assert(_decoration_signature(region) == first_decorations) assert(region.generate_world(SECOND_SEED)) await physics_frame _validate_generated_region(region, generator) assert(generator.placement_keys() != first_layout) region.queue_free() await process_frame print("Generated world runtime validation: PASS") quit() func _validate_generated_region( region: GeneratedWorldRegion, generator: TerrainChunkGenerator, ) -> void: var placements := generator.placement_keys() assert(placements.size() == 25) assert(placements[12].begins_with("chunk_spawn@")) assert(_placement_count(placements, "chunk_spawn") == 1) assert(_placement_count(placements, "chunk_0001") >= 1) assert(_placement_count(placements, "chunk_0002") >= 1) assert(_placement_count(placements, "chunk_0003") >= 1) assert(_placement_count(placements, "chunk_0004") >= 1) assert(generator.get_generated_chunks_root().get_child_count() == 25) var shop := region.get_node("Interactables/FishingShopWorld") as Node3D var storage := region.get_node("Interactables/PlayerStorageBox") as Node3D assert(shop != null and shop.has_node("Shopkeeper")) assert(storage != null and storage.has_node("InteractionArea")) assert(absf(shop.position.x) < 5.0 and absf(shop.position.z) < 5.0) assert(absf(storage.position.x) < 5.0 and absf(storage.position.z) < 5.0) assert(region.get_fishing_shop() != null) assert(region.get_player_storage() != null) assert(region.get_player_spawn_transform().origin.y > 0.0) var ocean := region.get_node("WaterBodies/OceanWater") as WaterBodyAuthoring var fresh_root := region.get_node("WaterBodies/FreshWaterBodies") as Node3D assert(ocean != null and fresh_root != null) assert(ocean.water_type == WaterType.Type.SALT_WATER) var fresh_placement_count := 0 for record: Dictionary in generator.placement_records(): var tags: PackedStringArray = record.get("tags", PackedStringArray()) if "fresh_water" in tags: fresh_placement_count += 1 assert(fresh_root.get_child_count() == fresh_placement_count) for child: Node in fresh_root.get_children(): var fresh := child as WaterBodyAuthoring assert(fresh != null) assert(fresh.water_type == WaterType.Type.FRESH_WATER) assert(fresh.visible) assert(fresh.surface_size.x < 10.0 or fresh.surface_size.y < 10.0) assert(not fresh.visual_surface_enabled) assert(not (fresh.get_node("VisualWater") as MeshInstance3D).visible) _validate_authored_chunk_surfaces(region, generator) var decorations := region.get_node("Decorations") as Node3D var anchors := region.get_node( "GatherableAnchors/ReachableTreeTrunks" ) as GatherableAnchorSet3D assert(decorations != null and decorations.get_child_count() > 0) assert(anchors != null) assert(anchors.get_spawn_positions().size() > 0) for child: Node in decorations.get_children(): assert( child.name.begins_with("regular_tree_") or child.name.begins_with("palm_tree_") ) _validate_decoration_transform(child as Node3D) assert(_decoration_count(decorations, "regular_tree_") > 0) assert(_decoration_count(decorations, "palm_tree_") > 0) func _validate_decoration_transform(prop: Node3D) -> void: assert(prop != null) assert(prop.scale.is_equal_approx(Vector3.ONE)) var visual := prop.get_node_or_null("Visual") as MeshInstance3D var collision := prop.get_node_or_null( "TrunkCollision/CollisionShape" ) as CollisionShape3D assert(visual != null and visual.mesh != null) assert(collision != null and collision.shape is CylinderShape3D) assert(collision.global_basis.get_scale().is_equal_approx(Vector3.ONE)) var bounds := visual.mesh.get_aabb() var minimum_y := INF for corner_index: int in 8: var corner := bounds.position + Vector3( bounds.size.x if (corner_index & 1) != 0 else 0.0, bounds.size.y if (corner_index & 2) != 0 else 0.0, bounds.size.z if (corner_index & 4) != 0 else 0.0, ) minimum_y = minf( minimum_y, (visual.global_transform * corner).y, ) assert(absf(minimum_y - prop.global_position.y) <= 0.01) func _validate_authored_chunk_surfaces( region: GeneratedWorldRegion, generator: TerrainChunkGenerator, ) -> void: var generated := generator.get_generated_chunks_root() var found_beach := false var found_pond := false for chunk_root: Node in generated.get_children(): if chunk_root.name.begins_with("chunk_0002r"): var beach := chunk_root.find_child( "chunk_0002", true, false ) as MeshInstance3D assert(beach != null and beach.mesh != null) var material := beach.get_active_material(0) assert(material != null and material.resource_name == "sand") found_beach = true elif chunk_root.name.begins_with("chunk_0004r"): var pond := chunk_root.find_child( "chunk_0004", true, false ) as MeshInstance3D assert(pond != null and pond.mesh != null) for surface_index: int in pond.mesh.get_surface_count(): var arrays := pond.mesh.surface_get_arrays(surface_index) var normals := arrays[Mesh.ARRAY_NORMAL] as PackedVector3Array for normal: Vector3 in normals: assert(normal.y >= -0.001) _validate_pond_collision(region, pond) found_pond = true assert(found_beach) assert(found_pond) func _validate_pond_collision( region: GeneratedWorldRegion, pond: MeshInstance3D, ) -> void: var best_centroid := Vector3.ZERO var best_height := -INF for surface_index: int in pond.mesh.get_surface_count(): var arrays := pond.mesh.surface_get_arrays(surface_index) var vertices := arrays[Mesh.ARRAY_VERTEX] as PackedVector3Array var normals := arrays[Mesh.ARRAY_NORMAL] as PackedVector3Array var indices := arrays[Mesh.ARRAY_INDEX] as PackedInt32Array var triangle_count := ( indices.size() / 3 if not indices.is_empty() else vertices.size() / 3 ) for triangle_index: int in triangle_count: var offset := triangle_index * 3 var index_a: int = indices[offset] if not indices.is_empty() else offset var index_b: int = ( indices[offset + 1] if not indices.is_empty() else offset + 1 ) var index_c: int = ( indices[offset + 2] if not indices.is_empty() else offset + 2 ) var a: Vector3 = vertices[index_a] var b: Vector3 = vertices[index_b] var c: Vector3 = vertices[index_c] var normal := ( (normals[index_a] + normals[index_b] + normals[index_c]) / 3.0 ).normalized() var centroid := (a + b + c) / 3.0 if normal.y > 0.5 and centroid.y > best_height: best_height = centroid.y best_centroid = centroid assert(best_height > -INF) var target := pond.global_transform * best_centroid var query := PhysicsRayQueryParameters3D.create( target + Vector3.UP * 2.0, target + Vector3.DOWN * 2.0, 1, ) var hit := region.get_world_3d().direct_space_state.intersect_ray(query) assert(not hit.is_empty()) var collider := hit.get("collider") as Node assert(collider != null and collider.get_parent() == pond) func _decoration_count(decorations: Node3D, prefix: String) -> int: var count := 0 for child: Node in decorations.get_children(): if child.name.begins_with(prefix): count += 1 return count func _placement_count(keys: PackedStringArray, stable_id: String) -> int: var count := 0 for key: String in keys: if key.begins_with(stable_id + "@"): count += 1 return count func _decoration_signature(region: GeneratedWorldRegion) -> PackedStringArray: var result := PackedStringArray() var decorations := region.get_node("Decorations") as Node3D for child: Node in decorations.get_children(): var prop := child as Node3D result.append("%s:%s:%s" % [ prop.name, prop.position, prop.rotation, ]) return result