Add deterministic generated worlds

This commit is contained in:
Alexander Sellite 2026-08-19 17:32:40 -04:00
parent 19f63bd656
commit e8888ed05a
87 changed files with 3743 additions and 139 deletions

View file

@ -4,11 +4,6 @@ const MainScene: PackedScene = preload("res://main/main.tscn")
const RuntimePerformanceProfileType = preload(
"res://main/runtime_performance_profile.gd"
)
const FOLIAGE_WIND_SHADER: Shader = preload(
"res://world/materials/foliage_wind.gdshader"
)
func _initialize() -> void:
call_deferred("_run")
@ -77,27 +72,19 @@ func _validate_main_profile(main: Node) -> void:
var screen_grid := pixelation.get_node("ScreenGrid") as ColorRect
assert(screen_grid != null and not screen_grid.visible)
var pond := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Pond/VisualWater"
) as MeshInstance3D
var pond := _first_fresh_water_visual(main)
var ocean := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Ocean/VisualWater"
"TestWorld/Regions/GeneratedWorldRegion/WaterBodies/OceanWater/VisualWater"
) as MeshInstance3D
assert(pond.material_override is StandardMaterial3D)
assert(not pond.visible)
assert(ocean.material_override is StandardMaterial3D)
assert(not pond.material_override is ShaderMaterial)
assert(not ocean.material_override is ShaderMaterial)
assert(ocean is WaterSurfaceMotion)
assert(not ocean.is_processing())
assert(is_zero_approx(ocean.position.y))
_validate_ocean_fishing_coverage(main, ocean)
var island := main.get_node(
"TestWorld/Regions/StarterIslandRegion"
) as StarterIslandRegion
assert(island != null and not island.is_foliage_wind_enabled())
assert(_count_foliage_wind_overrides(
island.get_node("Terrain/Visual")
) == 0)
var region := main.get_node(
"TestWorld/Regions/GeneratedWorldRegion"
) as GeneratedWorldRegion
assert(region != null)
assert(region.get_node("Decorations").get_child_count() > 0)
var title_background := main.get_node("%TitleBackground") as ColorRect
var title_material := title_background.material as ShaderMaterial
@ -143,24 +130,18 @@ func _validate_normal_profile(main: Node) -> void:
assert(is_equal_approx(root.scaling_3d_scale, 1.0))
var pixelation: Node = main.get_node("%WorldPixelationPostprocess")
assert(not bool(pixelation.call("is_light_performance_profile")))
var pond := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Pond/VisualWater"
) as MeshInstance3D
var pond := _first_fresh_water_visual(main)
var ocean := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Ocean/VisualWater"
"TestWorld/Regions/GeneratedWorldRegion/WaterBodies/OceanWater/VisualWater"
) as MeshInstance3D
assert(pond.material_override is ShaderMaterial)
assert(not pond.visible)
assert(ocean.material_override is ShaderMaterial)
assert(ocean is WaterSurfaceMotion)
assert(ocean.is_processing())
_validate_ocean_fishing_coverage(main, ocean)
var island := main.get_node(
"TestWorld/Regions/StarterIslandRegion"
) as StarterIslandRegion
assert(island != null and island.is_foliage_wind_enabled())
assert(_count_foliage_wind_overrides(
island.get_node("Terrain/Visual")
) > 0)
var region := main.get_node(
"TestWorld/Regions/GeneratedWorldRegion"
) as GeneratedWorldRegion
assert(region != null)
assert(region.get_node("Decorations").get_child_count() > 0)
var game_ui := main.get_node("%GameUI") as GameUI
var title_screen := game_ui.get_title_screen()
assert(title_screen != null)
@ -211,6 +192,14 @@ func _validate_normal_profile(main: Node) -> void:
)
func _first_fresh_water_visual(main: Node) -> MeshInstance3D:
var root := main.get_node(
"TestWorld/Regions/GeneratedWorldRegion/WaterBodies/FreshWaterBodies"
) as Node3D
assert(root != null and root.get_child_count() > 0)
return root.get_child(0).get_node("VisualWater") as MeshInstance3D
func _validate_ocean_fishing_coverage(
main: Node,
ocean: MeshInstance3D,
@ -218,34 +207,19 @@ func _validate_ocean_fishing_coverage(
var ocean_mesh := ocean.mesh as PlaneMesh
assert(ocean_mesh != null)
var shape_node := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Ocean/"
+ "FishingRegions/OceanFishingRegion/Shape"
"TestWorld/Regions/GeneratedWorldRegion/WaterBodies/OceanWater/"
+ "FishingRegion/Shape"
) as CollisionShape3D
assert(shape_node != null)
var fishing_shape := shape_node.shape as BoxShape3D
assert(fishing_shape != null)
assert(fishing_shape.size.is_equal_approx(Vector3(
ocean_mesh.size.x,
2.0,
4.0,
ocean_mesh.size.y,
)))
func _count_foliage_wind_overrides(root_node: Node) -> int:
var count: int = 0
var mesh_instance := root_node as MeshInstance3D
if mesh_instance != null and mesh_instance.mesh != null:
for surface_index: int in mesh_instance.mesh.get_surface_count():
var material := mesh_instance.get_surface_override_material(
surface_index
) as ShaderMaterial
if material != null and material.shader == FOLIAGE_WIND_SHADER:
count += 1
for child: Node in root_node.get_children():
count += _count_foliage_wind_overrides(child)
return count
func _stop_audio_players(root_node: Node) -> void:
if root_node is AudioStreamPlayer:
(root_node as AudioStreamPlayer).stop()