netfishing/tests/player_experience_validation.gd

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GDScript3
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extends SceneTree
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishExperienceType = preload("res://fish/fish_experience.gd")
const FishQualityType = preload("res://fish/fish_quality.gd")
const PlayerExperienceType = preload(
"res://progression/player_experience.gd"
)
const Catalog: FishPool = preload("res://fish/pools/fish_catalog.tres")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_validate_level_curve()
_validate_catch_awards()
_validate_player_experience_state()
_validate_save_migration()
print("Player experience validation: PASS")
quit()
func _validate_level_curve() -> void:
assert(PlayerExperienceType.experience_required_for_next_level(1) == 100)
assert(PlayerExperienceType.experience_required_for_next_level(2) == 130)
assert(PlayerExperienceType.experience_required_for_next_level(3) == 170)
assert(PlayerExperienceType.total_experience_for_level(1) == 0)
assert(PlayerExperienceType.total_experience_for_level(2) == 100)
assert(PlayerExperienceType.total_experience_for_level(3) == 230)
assert(PlayerExperienceType.total_experience_for_level(4) == 400)
assert(PlayerExperienceType.level_for_total_experience(99) == 1)
assert(PlayerExperienceType.level_for_total_experience(100) == 2)
assert(PlayerExperienceType.level_for_total_experience(399) == 3)
assert(PlayerExperienceType.level_for_total_experience(400) == 4)
assert(
is_equal_approx(
PlayerExperienceType.progress_for_total_experience(50),
0.5,
)
)
func _validate_catch_awards() -> void:
var minimum_boring: FishCatch = _make_catch(
FishQualityType.Tier.BORING,
false,
)
assert(
FishExperienceType.calculate_catch_experience(
minimum_boring,
false,
0,
) == 50
)
var maximum_shiny: FishCatch = _make_catch(
FishQualityType.Tier.SHINY,
true,
)
var boring_mask: int = FishQualityType.bit_for(
FishQualityType.Tier.BORING
)
assert(
FishExperienceType.calculate_catch_experience(
maximum_shiny,
true,
boring_mask,
) == 46
)
var almost_mastered: int = (
FishQualityType.ALL_TIERS_MASK
& ~FishQualityType.bit_for(FishQualityType.Tier.SHINY)
)
assert(
FishExperienceType.calculate_catch_experience(
maximum_shiny,
true,
almost_mastered,
) == 146
)
assert(
FishExperienceType.calculate_catch_experience(
maximum_shiny,
true,
FishQualityType.ALL_TIERS_MASK,
) == 31
)
func _validate_player_experience_state() -> void:
var experience := PlayerExperienceType.new()
root.add_child(experience)
var awards: Array[Array] = []
experience.experience_awarded.connect(
func(
amount: int,
previous_total: int,
new_total: int,
previous_level: int,
new_level: int,
) -> void:
awards.append([
amount,
previous_total,
new_total,
previous_level,
new_level,
])
)
assert(experience.get_level() == 1)
assert(experience.award_experience(125))
assert(experience.get_total_experience() == 125)
assert(experience.get_level() == 2)
assert(experience.get_experience_in_level() == 25)
assert(awards.size() == 1)
assert(awards[0] == [125, 0, 125, 1, 2])
assert(experience.restore_total_experience(400))
assert(experience.get_level() == 4)
assert(not experience.restore_total_experience(-1))
experience.queue_free()
func _validate_save_migration() -> void:
var manager := PlayerSaveManager.new()
root.add_child(manager)
var version_five: Dictionary = {
"save_version": 5,
"wallet": {"balance": 0},
"collection": {
"discovered_fish_ids": [],
"discovered_quality_masks": {},
},
"inventory": {"next_catch_sequence": 1, "catches": []},
"bag": {"items": []},
"hotbar": {"selected_slot": 0, "slots": []},
"upgrades": {"reel_speed_level": 0, "barrier_power_level": 0},
"cooler": {"capacity_level": 0},
"art": {"unlock_mask": 0},
}
var migrated: Dictionary = manager.call(
"_migrate_save",
version_five,
5,
)
assert(int(migrated.get("save_version", -1)) == 7)
var experience_data: Dictionary = migrated.get("experience", {})
assert(int(experience_data.get("total_experience", -1)) == 0)
var world_data: Dictionary = migrated.get("world", {})
assert(is_equal_approx(float(world_data.get("time_hours", -1.0)), 8.0))
assert(
PlayerJobService.validate_save_data(migrated.get("jobs", {}))
)
manager.queue_free()
func _make_catch(quality: int, maximum_weight: bool) -> FishCatch:
var fish: FishData = Catalog.get_fish_by_id(&"bluegill")
assert(fish != null)
var fish_catch := FishCatchType.new()
fish_catch.fish = fish
fish_catch.fish_id = fish.id
fish_catch.catch_id = StringName("bluegill:xp-%d-%s" % [
quality,
"max" if maximum_weight else "min",
])
fish_catch.catch_sequence = 1
fish_catch.weight_lb = (
fish.get_maximum_weight()
if maximum_weight
else fish.get_minimum_weight()
)
fish_catch.display_scale = fish.get_display_scale_for_weight(
fish_catch.weight_lb
)
fish_catch.quality = quality
fish_catch.sale_value = FishQualityType.apply_sale_value(
fish.get_sale_value_for_weight(fish_catch.weight_lb),
quality,
)
return fish_catch