straywild/tests/generated_world_runtime_validation.gd

236 lines
8.2 KiB
GDScript

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