109 lines
3.8 KiB
GDScript3
109 lines
3.8 KiB
GDScript3
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extends SceneTree
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const MainScene: PackedScene = preload("res://main/main.tscn")
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const RuntimePerformanceProfileType = preload(
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"res://main/runtime_performance_profile.gd"
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)
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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_validate_profile_resolution()
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OS.set_environment(
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RuntimePerformanceProfileType.PROFILE_ENVIRONMENT_VARIABLE,
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"light",
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)
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root.size = Vector2i(640, 480)
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var main: Node = MainScene.instantiate()
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root.add_child(main)
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for _frame: int in 4:
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await process_frame
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if not bool(main.get("_application_initialized")):
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main.call("_activate_selected_data_path", "", true)
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for _frame: int in 8:
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await process_frame
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assert(bool(main.get("_application_initialized")))
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_validate_main_profile(main)
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_validate_minimal_weather(main)
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main.queue_free()
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for _frame: int in 4:
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await process_frame
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OS.unset_environment(
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RuntimePerformanceProfileType.PROFILE_ENVIRONMENT_VARIABLE
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)
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print("Light performance profile validation: PASS")
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quit()
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func _validate_profile_resolution() -> void:
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var normal := RuntimePerformanceProfileType.from_name(&"normal")
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var light := RuntimePerformanceProfileType.from_name(&"light")
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var legacy := RuntimePerformanceProfileType.from_name(&"", true)
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assert(not normal.is_light())
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assert(is_equal_approx(normal.get_world_render_scale(), 1.0))
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assert(light.is_light())
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assert(is_equal_approx(light.get_world_render_scale(), 0.5))
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assert(legacy.is_light())
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func _validate_main_profile(main: Node) -> void:
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var profile: RuntimePerformanceProfile = main.get("_performance_profile")
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assert(profile != null and profile.is_light())
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assert(is_equal_approx(root.scaling_3d_scale, 0.5))
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var pixelation: Node = main.get_node("%WorldPixelationPostprocess")
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assert(bool(pixelation.call("is_light_performance_profile")))
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pixelation.call("set_gameplay_active", true)
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var screen_grid := pixelation.get_node("ScreenGrid") as ColorRect
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assert(screen_grid != null and not screen_grid.visible)
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var pond := main.get_node(
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"TestWorld/Regions/StarterIslandRegion/WaterBodies/Pond/VisualWater"
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) as MeshInstance3D
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var ocean := main.get_node(
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"TestWorld/Regions/StarterIslandRegion/WaterBodies/Ocean/VisualWater"
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) as MeshInstance3D
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assert(pond.material_override is StandardMaterial3D)
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assert(ocean.material_override is StandardMaterial3D)
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assert(not pond.material_override is ShaderMaterial)
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assert(not ocean.material_override is ShaderMaterial)
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assert(not ocean.is_processing())
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func _validate_minimal_weather(main: Node) -> void:
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var visuals: WorldTimeVisualController = main.get_node(
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"%WorldTimeVisualController"
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)
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var rain := visuals.get_node("LocalRain") as GPUParticles3D
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assert(rain.amount == WorldTimeVisualController.LIGHT_RAIN_PARTICLE_AMOUNT)
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assert(rain.fixed_fps == WorldTimeVisualController.LIGHT_RAIN_FIXED_FPS)
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var clouds := visuals.get_node("LocalStormClouds") as LocalStormCloudLayer
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assert(clouds.get_patch_count() == 1)
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var ceiling := clouds.get_node("CloudCeiling") as MeshInstance3D
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assert(ceiling != null and ceiling.mesh is PlaneMesh)
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assert(ceiling.material_override == null)
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assert((ceiling.mesh as PlaneMesh).material is StandardMaterial3D)
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visuals.apply_weather_immediately(WorldWeatherService.Weather.RAINY)
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assert(rain.emitting and rain.amount_ratio > 0.99)
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assert(clouds.visible and clouds.get_storm_amount() > 0.87)
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var cloud_material := (
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(ceiling.mesh as PlaneMesh).material as StandardMaterial3D
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)
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assert(cloud_material.albedo_color.a < 0.65)
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var test_world := main.get_node("TestWorld") as TestWorld
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var runtime_environment := (
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test_world.get_world_environment().environment as Environment
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)
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var sky_material := (
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runtime_environment.sky.sky_material as ShaderMaterial
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)
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assert(is_zero_approx(float(
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sky_material.get_shader_parameter("cloud_coverage")
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)))
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assert(is_zero_approx(float(
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sky_material.get_shader_parameter("cloud_opacity")
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)))
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