Add synchronized Fishnet jobs and laptop UI

This commit is contained in:
Alexander Sellite 2026-08-03 00:43:43 -04:00
parent 46df74361a
commit 26fbd41132
39 changed files with 3257 additions and 188 deletions

View file

@ -31,6 +31,9 @@ func _run() -> void:
var player := main.get("_player") as Player
var world_time := main.get_node("%WorldTimeService") as WorldTimeService
var world_weather := (
main.get_node("%WorldWeatherService") as WorldWeatherService
)
world_time.synchronize_time(19.75)
assert(player.experience.award_experience(125))
var fish_catalog := main.get("fish_catalog") as FishPool
@ -92,6 +95,10 @@ func _run() -> void:
await process_frame
assert(not service.is_local_showcase_visible())
assert(not (player.get_node("%HeldFishDisplay") as Node3D).visible)
var saved_weather: WorldWeatherService.Weather = (
world_weather.get_weather()
)
var saved_weather_seconds: float = world_weather.get_seconds_remaining()
assert(save_manager.save_now())
var save_path: String = str(save_manager.get("_save_path"))
@ -103,17 +110,25 @@ func _run() -> void:
var hotbar_data: Dictionary = (parsed as Dictionary)["hotbar"]
assert(typeof(hotbar_data.get("fish_slots")) == TYPE_ARRAY)
assert(str((hotbar_data["fish_slots"] as Array)[1]) == fish_catch.catch_id)
assert(int((parsed as Dictionary)["save_version"]) == 6)
assert(int((parsed as Dictionary)["save_version"]) == 7)
assert(
int((parsed as Dictionary)["experience"]["total_experience"])
== 125
)
assert(absf(
float((parsed as Dictionary)["world"]["time_hours"]) - 19.75
) < 0.01)
assert(
is_equal_approx(
float((parsed as Dictionary)["world"]["time_hours"]),
19.75,
)
int((parsed as Dictionary)["world"]["weather"])
== int(saved_weather)
)
assert(absf(
float(
(parsed as Dictionary)["world"][
"weather_seconds_remaining"
]
) - saved_weather_seconds
) < 0.1)
var saved_catches: Array = (parsed as Dictionary)["inventory"]["catches"]
assert(int((saved_catches[0] as Dictionary)["quality"]) == fish_catch.quality)
var saved_masks: Dictionary = (
@ -127,9 +142,18 @@ func _run() -> void:
assert(player.hotbar.clear_slot(1))
assert(player.experience.restore_total_experience(0))
world_time.synchronize_time(8.0)
world_weather.clear_daily_plan()
world_weather.apply_authoritative_snapshot(
WorldWeatherService.Weather.FOGGY,
10.0,
)
assert(save_manager.load_player_data())
assert(player.experience.get_total_experience() == 125)
assert(is_equal_approx(world_time.get_time_hours(), 19.75))
assert(absf(world_time.get_time_hours() - 19.75) < 0.01)
assert(world_weather.get_weather() == saved_weather)
assert(absf(
world_weather.get_seconds_remaining() - saved_weather_seconds
) < 2.0)
assert(player.experience.get_level() == 2)
assert(player.hotbar.get_fish_catch_id(1) == fish_catch.catch_id)
assert(player.hotbar.get_selected_slot() == 1)

View file

@ -19,6 +19,8 @@ func _initialize() -> void:
func _run() -> void:
_validate_tiers_and_distribution()
_validate_barrier_challenge_curve()
_validate_fight_pacing_and_reel_upgrades()
_validate_catch_round_trip_and_sale()
_validate_mail_round_trip()
_validate_collection_mastery()
@ -72,6 +74,115 @@ func _validate_tiers_and_distribution() -> void:
assert(absf(observed - expected) < 0.015)
func _validate_barrier_challenge_curve() -> void:
assert(
FishQualityType.BARRIER_HEALTH_MULTIPLIERS.size()
== FishQualityType.TIER_COUNT
)
var expected_health: Array[int] = [8, 10, 13, 18, 26]
var previous_health: int = 0
for quality: int in FishQualityType.TIER_COUNT:
var health: int = FishQualityType.apply_barrier_health(8, quality)
assert(health == expected_health[quality])
assert(health > previous_health)
previous_health = health
assert(FishQualityType.apply_barrier_health(8, -1) == 8)
assert(FishQualityType.apply_barrier_health(0, FishQualityType.Tier.SHINY) == 4)
var profile := CatchDifficultyProfile.new()
profile.barrier_count_min = 1
profile.barrier_count_max = 1
profile.barrier_health_min = 8
profile.barrier_health_max = 8
profile.first_barrier_margin = 0.2
profile.final_barrier_margin = 0.2
profile.minimum_barrier_spacing = 0.1
var controller := CatchController.new()
root.add_child(controller)
for quality: int in FishQualityType.TIER_COUNT:
controller.start_authoritative_encounter(
profile,
0.1,
1,
818181,
quality,
)
var barriers_value: Variant = controller.get("_barriers")
assert(barriers_value is Array)
var barriers: Array = barriers_value as Array
assert(barriers.size() == 1)
var barrier := barriers[0] as RefCounted
assert(barrier != null)
assert(int(barrier.get("maximum_health")) == expected_health[quality])
controller.queue_free()
var shiny_health: int = FishQualityType.apply_barrier_health(
8,
FishQualityType.Tier.SHINY,
)
var base_power_clicks: int = ceili(float(shiny_health) / 1.0)
var max_power_clicks: int = ceili(
float(shiny_health)
/ float(PlayerFishingUpgrades.MAX_BARRIER_POWER_LEVEL + 1)
)
assert(base_power_clicks == 26)
assert(max_power_clicks == 7)
assert(max_power_clicks < base_power_clicks)
func _validate_fight_pacing_and_reel_upgrades() -> void:
assert(is_equal_approx(CatchController.CHASE_SPEED, 0.07))
assert(is_equal_approx(CatchController.CHASE_START_DELAY, 0.5))
assert(is_equal_approx(CatchController.CHASE_START_OFFSET, 0.04))
assert(is_equal_approx(Player.BASE_REEL_SPEED, 0.16))
var upgrades := PlayerFishingUpgrades.new()
assert(is_equal_approx(upgrades.get_reel_speed_multiplier(), 1.0))
assert(
upgrades.restore_levels(
PlayerFishingUpgrades.MAX_REEL_SPEED_LEVEL,
0,
)
)
var upgraded_multiplier: float = upgrades.get_reel_speed_multiplier()
assert(is_equal_approx(upgraded_multiplier, 1.5))
var profile := CatchDifficultyProfile.new()
profile.barrier_count_min = 0
profile.barrier_count_max = 0
var controller := CatchController.new()
root.add_child(controller)
controller.start_authoritative_encounter(
profile,
Player.BASE_REEL_SPEED,
1,
919191,
)
controller.set_reel_input(true)
controller.call("_update_free_reeling", 1.0)
var base_progress: float = controller.progress
assert(is_equal_approx(base_progress, Player.BASE_REEL_SPEED))
controller.reset()
controller.start_authoritative_encounter(
profile,
Player.BASE_REEL_SPEED * upgraded_multiplier,
1,
919191,
)
controller.set_reel_input(true)
controller.call("_update_free_reeling", 1.0)
assert(
is_equal_approx(
controller.progress,
Player.BASE_REEL_SPEED * upgraded_multiplier,
)
)
assert(controller.progress > base_progress)
controller.queue_free()
upgrades.queue_free()
func _validate_catch_round_trip_and_sale() -> void:
var fish: FishData = Catalog.get_fish_by_id(&"bluegill")
assert(fish != null)
@ -242,7 +353,7 @@ func _validate_version_four_migration() -> void:
version_four,
4,
)
assert(int(migrated.get("save_version", -1)) == 6)
assert(int(migrated.get("save_version", -1)) == 7)
assert(int((migrated["experience"] as Dictionary)["total_experience"]) == 0)
assert(
is_equal_approx(
@ -259,4 +370,7 @@ func _validate_version_four_migration() -> void:
var boring_bit: int = FishQualityType.bit_for(FishQualityType.Tier.BORING)
assert(int(masks["bluegill"]) == boring_bit)
assert(int(masks["carp"]) == boring_bit)
assert(
PlayerJobService.validate_save_data(migrated.get("jobs", {}))
)
manager.queue_free()

View file

@ -0,0 +1,111 @@
extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18139
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var arguments: PackedStringArray = OS.get_cmdline_user_args()
if arguments.has("host"):
await _run_host()
return
if arguments.has("client"):
await _run_client()
return
push_error("Job multiplayer validation needs host or client mode.")
quit(1)
func _run_host() -> void:
var main: Node = await _create_initialized_main()
var session := main.get_node("%NetworkSession") as NetworkSession
var save_manager := main.get("_save_manager") as PlayerSaveManager
var jobs := main.get_node("%PlayerJobService") as PlayerJobService
assert(session.start_private_host(TEST_PORT))
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
await process_frame
assert(session.set_host_open(true))
var host_board: Dictionary = jobs.get_host_board_network_data()
assert(PlayerJobService.validate_board(host_board))
var remote_peer_id: int = 0
var join_deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < join_deadline and remote_peer_id == 0:
await process_frame
for peer_id: int in session.get_authenticated_peer_ids():
if peer_id != session.get_local_peer_id():
remote_peer_id = peer_id
break
assert(remote_peer_id > 1)
assert(session.peer_supports_capability(
remote_peer_id, NetworkProtocol.JOBS_CAPABILITY
))
var disconnect_deadline: int = Time.get_ticks_msec() + 12000
while (
Time.get_ticks_msec() < disconnect_deadline
and session.is_authenticated_peer(remote_peer_id)
):
await process_frame
assert(not session.is_authenticated_peer(remote_peer_id))
print("Job multiplayer host validation: PASS")
session.disconnect_session("")
main.queue_free()
await process_frame
quit()
func _run_client() -> void:
var main: Node = await _create_initialized_main()
main.call(
"_on_title_join_game_requested",
"127.0.0.1:%d" % TEST_PORT,
)
var session := main.get_node("%NetworkSession") as NetworkSession
var jobs := main.get_node("%PlayerJobService") as PlayerJobService
var weather := main.get_node("%WorldWeatherService") as WorldWeatherService
var join_deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < join_deadline:
await process_frame
if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY:
main.call("_confirm_server_trust")
if (
session.is_joined_client()
and bool(main.get("_gameplay_started"))
and not jobs.get_plan_id().is_empty()
):
break
assert(session.is_joined_client())
assert(session.supports_server_capability(NetworkProtocol.JOBS_CAPABILITY))
assert(not jobs.get_plan_id().is_empty())
assert(jobs.get_daily_jobs().size() == JobCatalog.DAILY_JOB_COUNT)
assert(jobs.get_forecast().size() == JobCatalog.WEATHER_SEGMENT_COUNT)
assert(weather.get_daily_plan_id().is_empty())
var game_ui := main.get_node("%GameUI") as GameUI
var player_menu := game_ui.get("_player_menu") as PlayerMenu
player_menu.call("_show_section_immediate", PlayerMenu.Section.NET)
assert((player_menu.get_node("%TheNetPage") as TheNetPage).visible)
print("Job multiplayer client validation: PASS")
session.disconnect_session("")
main.queue_free()
await process_frame
quit()
func _create_initialized_main() -> Node:
root.size = Vector2i(1280, 720)
var main: Node = MainScene.instantiate()
root.add_child(main)
for _frame: int in 4:
await process_frame
if not bool(main.get("_application_initialized")):
main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
return main

View file

@ -0,0 +1 @@
uid://c4y0pmxk2bhmu

View file

@ -0,0 +1,256 @@
extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const Catalog: FishPool = preload("res://fish/pools/fish_catalog.tres")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
root.size = Vector2i(1280, 720)
var main: Node = MainScene.instantiate()
root.add_child(main)
for _frame: int in 4:
await process_frame
if not bool(main.get("_application_initialized")):
main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
var session := main.get_node("%NetworkSession") as NetworkSession
assert(session != null)
var occupied_port := PacketPeerUDP.new()
assert(occupied_port.bind(18137, "127.0.0.1") == OK)
assert(session.start_private_host(18137, 3))
assert(session.get_host_port() == 18138)
occupied_port.close()
var save_manager := main.get("_save_manager") as PlayerSaveManager
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
await physics_frame
await physics_frame
var jobs := main.get_node("%PlayerJobService") as PlayerJobService
var weather := main.get_node("%WorldWeatherService") as WorldWeatherService
var network_fishing := main.get(
"_network_fishing"
) as NetworkFishingService
var network_sale := main.get("_network_sale") as NetworkSaleService
var player := main.get("_player") as Player
assert(jobs != null and weather != null and player != null)
assert(network_fishing != null and network_sale != null)
var board: Dictionary = jobs.get_host_board_network_data()
assert(PlayerJobService.validate_board(board))
assert(jobs.get_daily_jobs().size() == JobCatalog.DAILY_JOB_COUNT)
assert(weather.get_daily_plan_id() == jobs.get_plan_id())
_validate_weather_guarantees(board)
_validate_late_board_weather_fallback()
_validate_remote_tamper_rejection(jobs, board)
var sell_job: Dictionary = _find_job(
jobs.get_daily_jobs(), JobCatalog.Kind.SELL_TOTAL
)
assert(not sell_job.is_empty())
var sell_target: int = int(sell_job.get("target", 0))
var sold_ids: Array[StringName] = []
for index: int in sell_target * 2:
sold_ids.append(StringName("job-sale-%d" % index))
network_sale.local_sale_finished.emit(
"job-test", true, "sold", sold_ids, 1
)
await process_frame
var pending: Array[Dictionary] = jobs.get_pending_rewards()
assert(pending.size() == 1)
var refreshed_sell: Dictionary = _find_job(
jobs.get_daily_jobs(), JobCatalog.Kind.SELL_TOTAL
)
assert(int(refreshed_sell.get("progress", -1)) == sell_target)
assert(int(refreshed_sell.get("completed_count", 0)) == 1)
var game_ui := main.get_node("%GameUI") as GameUI
var player_menu := game_ui.get("_player_menu") as PlayerMenu
assert(player_menu != null)
player_menu.open_menu()
for _frame: int in 24:
await process_frame
assert(player_menu.visible)
player_menu.call("_show_section_immediate", PlayerMenu.Section.NET)
var net_page := player_menu.get_node("%TheNetPage") as TheNetPage
assert(net_page.visible)
assert((player_menu.get_node("%TheNetTab") as Button).button_pressed)
assert(
(player_menu.get_node("%NavigationCluster") as Control).get_child_count()
== 7
)
var wallet_before: int = player.wallet.get_balance()
var experience_before: int = player.experience.get_total_experience()
var first_claim_id: String = str(pending[0].get("claim_id", ""))
net_page.call("_claim", first_claim_id)
await process_frame
await process_frame
assert(bool(game_ui.get("_experience_animation_active")))
var experience_presentation := (
game_ui.get_node("%ExperiencePresentation") as Control
)
assert(experience_presentation.visible)
assert((game_ui.get_node("%ExperienceProgressPanel") as Control).visible)
assert((game_ui.get_node("%ExperienceBubble") as Control).visible)
assert(
experience_presentation.get_index()
== experience_presentation.get_parent().get_child_count() - 1
)
assert(not (game_ui.get_node("%GameplayTransientHUD") as Control).visible)
assert(player_menu.visible)
assert(not jobs.claim(first_claim_id))
assert(
player.wallet.get_balance()
== wallet_before + int(pending[0].get("fish_coin", 0))
)
assert(
player.experience.get_total_experience()
== experience_before + int(pending[0].get("experience", 0))
)
refreshed_sell = _find_job(
jobs.get_daily_jobs(), JobCatalog.Kind.SELL_TOTAL
)
assert(int(refreshed_sell.get("progress", -1)) == sell_target)
assert(int(refreshed_sell.get("completed_count", 0)) == 1)
assert(not bool(refreshed_sell.get("claimable", true)))
network_sale.local_sale_finished.emit(
"job-test-repeat", true, "sold", sold_ids, 1
)
await process_frame
assert(jobs.get_pending_rewards().is_empty())
refreshed_sell = _find_job(
jobs.get_daily_jobs(), JobCatalog.Kind.SELL_TOTAL
)
assert(int(refreshed_sell.get("progress", -1)) == sell_target)
assert(int(refreshed_sell.get("completed_count", 0)) == 1)
var fresh_job: Dictionary = _find_job(
jobs.get_daily_jobs(), JobCatalog.Kind.CATCH_WATER
)
assert(not fresh_job.is_empty())
var bluegill: FishData = Catalog.get_fish_by_id(&"bluegill")
assert(bluegill != null)
for index: int in int(fresh_job.get("target", 0)):
var fish_catch := FishCatch.new()
fish_catch.fish = bluegill
fish_catch.fish_id = bluegill.id
fish_catch.catch_id = StringName("job-catch-%d" % index)
fish_catch.catch_sequence = index + 1
fish_catch.weight_lb = bluegill.get_minimum_weight()
fish_catch.display_scale = bluegill.get_display_scale_for_weight(
fish_catch.weight_lb
)
fish_catch.quality = FishQuality.Tier.BORING
fish_catch.sale_value = bluegill.get_sale_value_for_weight(
fish_catch.weight_lb
)
assert(fish_catch.is_valid())
network_fishing.local_catch_received.emit(fish_catch)
await process_frame
var refreshed_fresh: Dictionary = _find_job(
jobs.get_daily_jobs(), JobCatalog.Kind.CATCH_WATER
)
assert(int(refreshed_fresh.get("completed_count", 0)) == 1)
var pause_menu := game_ui.get_pause_menu()
var join_page := pause_menu.get_node("%JoinGamePage") as JoinGamePage
assert(join_page != null)
join_page.call("_refresh")
var session_summary := (
join_page.get_node("%SessionSummary") as Label
)
assert("UDP 18138" in session_summary.text)
assert(session.set_host_open(true))
await process_frame
assert("UDP 18138" in session_summary.text)
assert(session.set_host_open(false))
assert(save_manager.save_now())
var save_file := FileAccess.open(
str(save_manager.get("_save_path")), FileAccess.READ
)
assert(save_file != null)
var parsed: Variant = JSON.parse_string(save_file.get_as_text())
save_file.close()
assert(typeof(parsed) == TYPE_DICTIONARY)
var save_data: Dictionary = parsed
assert(int(save_data.get("save_version", -1)) == 7)
assert(PlayerJobService.validate_save_data(save_data.get("jobs", {})))
main.queue_free()
await process_frame
print("Job system validation: PASS")
quit()
func _validate_weather_guarantees(board: Dictionary) -> void:
var jobs: Array = board.get("jobs", [])
var schedule: Array = board.get("weather_schedule", [])
var anchor_index: int = int(board.get("schedule_anchor_index", 0))
for required_weather: int in JobCatalog.weather_requirements(jobs):
var occurrences: int = 0
var has_later_window: bool = false
for index: int in schedule.size():
var entry: Dictionary = schedule[index]
if int(entry.get("weather", -1)) != required_weather:
continue
occurrences += 1
if index > anchor_index:
has_later_window = true
assert(occurrences >= 2)
assert(has_later_window)
func _validate_late_board_weather_fallback() -> void:
var late_jobs: Array[Dictionary] = JobCatalog.generate_daily_jobs(
"late-board-validation", [], false
)
assert(JobCatalog.weather_requirements(late_jobs).is_empty())
var anchored_jobs: Array[Dictionary] = JobCatalog.generate_daily_jobs(
"anchored-board-validation", [], true
)
var anchored_schedule: Array[Dictionary] = (
JobCatalog.generate_weather_schedule(
"anchored-board-validation", anchored_jobs, 9
)
)
for required_weather: int in JobCatalog.weather_requirements(anchored_jobs):
var occurrence_indices: Array[int] = []
for index: int in anchored_schedule.size():
var entry: Dictionary = anchored_schedule[index]
if (
index >= 9
and int(entry.get("weather", -1)) == required_weather
):
occurrence_indices.append(index)
assert(occurrence_indices.size() >= 2)
assert(occurrence_indices[0] >= 9)
assert(occurrence_indices[-1] > 9)
func _validate_remote_tamper_rejection(
jobs: PlayerJobService,
board: Dictionary,
) -> void:
var tampered: Dictionary = board.duplicate(true)
var tampered_jobs: Array = tampered.get("jobs", [])
var first_job: Dictionary = tampered_jobs[0]
first_job["fish_coin"] = int(first_job.get("fish_coin", 0)) + 1
tampered_jobs[0] = first_job
tampered["jobs"] = tampered_jobs
assert(PlayerJobService.validate_board(tampered))
assert(not jobs.apply_remote_board(tampered))
func _find_job(jobs: Array[Dictionary], kind: JobCatalog.Kind) -> Dictionary:
for job: Dictionary in jobs:
if int(job.get("kind", -1)) == int(kind):
return job
return {}

View file

@ -0,0 +1 @@
uid://b2grposd30lkw

View file

@ -143,11 +143,14 @@ func _validate_save_migration() -> void:
version_five,
5,
)
assert(int(migrated.get("save_version", -1)) == 6)
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()

View file

@ -38,6 +38,10 @@ func _run_host() -> void:
world_weather.apply_authoritative_snapshot(
WorldWeatherService.Weather.RAINY, 300.0
)
assert(
world_weather.get_persistent_weather()
== WorldWeatherService.Weather.RAINY
)
assert(session.set_host_open(true))
var remote_peer_id: int = 0
@ -65,6 +69,10 @@ func _run_host() -> void:
world_weather.apply_authoritative_snapshot(
WorldWeatherService.Weather.FOGGY, 300.0
)
assert(
world_weather.get_persistent_weather()
== WorldWeatherService.Weather.FOGGY
)
var disconnect_deadline: int = Time.get_ticks_msec() + 12000
while (
Time.get_ticks_msec() < disconnect_deadline
@ -105,6 +113,10 @@ func _run_client() -> void:
NetworkProtocol.WORLD_WEATHER_CAPABILITY
))
assert(world_time.restore_persistent_time_hours(15.25))
assert(world_weather.restore_persistent_state(
WorldWeatherService.Weather.CLOUDY,
222.0,
))
var initial_deadline: int = Time.get_ticks_msec() + 8000
while (
@ -162,6 +174,14 @@ func _run_client() -> void:
await process_frame
assert(world_weather.is_foggy())
assert(weather_icon.get_weather() == WorldWeatherService.Weather.FOGGY)
assert(
world_weather.get_persistent_weather()
== WorldWeatherService.Weather.CLOUDY
)
assert(is_equal_approx(
world_weather.get_persistent_seconds_remaining(),
222.0,
))
chat_ui.call("set_dock_right", true)
await process_frame
assert(clock_panel.position.x > 1000.0)

View file

@ -76,6 +76,20 @@ func _validate_clock_boundaries_and_duration() -> void:
assert(is_equal_approx(clock.get_time_hours(), 8.0))
assert(not clock.is_night_period())
assert(clock.is_transition())
# Small high-refresh deltas must still advance the displayed minute. Using
# is_equal_approx() per frame used to suppress every clock notification.
var emitted_times: Array[float] = []
clock.time_changed.connect(
func(time_hours: float, _phase: WorldTimeService.Phase) -> void:
emitted_times.append(time_hours)
)
clock.begin_session(12.0 + 31.0 / 60.0)
emitted_times.clear()
for _frame: int in 1201:
clock.advance_time(1.0 / 240.0)
assert(clock.get_clock_text() == "12:33 pm")
assert(emitted_times.size() >= 2)
clock.queue_free()

View file

@ -24,6 +24,7 @@ func _initialize() -> void:
func _run() -> void:
_validate_weather_scheduler()
_validate_weather_persistence()
_validate_snapshot_bounds()
_validate_fishing_weather_seams()
_validate_fishing_spot_context()
@ -73,6 +74,51 @@ func _duration_is_valid(weather: WorldWeatherServiceType) -> bool:
return false
func _validate_weather_persistence() -> void:
var weather := WorldWeatherServiceType.new()
root.add_child(weather)
weather.set_persistence_tracking_enabled(true)
weather.begin_authoritative_session(20260802)
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.RAINY,
200.0,
)
weather.advance_weather(12.5)
assert(weather.has_persistent_state())
assert(
weather.get_persistent_weather()
== WorldWeatherServiceType.Weather.RAINY
)
assert(is_equal_approx(
weather.get_persistent_seconds_remaining(),
187.5,
))
weather.set_persistence_tracking_enabled(false)
weather.begin_remote_session()
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.FOGGY,
45.0,
)
assert(weather.is_foggy())
assert(
weather.get_persistent_weather()
== WorldWeatherServiceType.Weather.RAINY
)
assert(is_equal_approx(
weather.get_persistent_seconds_remaining(),
187.5,
))
weather.set_persistence_tracking_enabled(true)
weather.begin_authoritative_session(20260803)
assert(weather.is_raining())
assert(is_equal_approx(weather.get_seconds_remaining(), 187.5))
assert(not weather.restore_persistent_state(
WorldWeatherServiceType.Weather.RAINY,
WorldWeatherServiceType.MAX_PERSISTED_SECONDS + 1.0,
))
weather.queue_free()
func _validate_snapshot_bounds() -> void:
assert(NetworkWorldWeatherServiceType.validate_snapshot({
"session_id": "session",
@ -187,6 +233,22 @@ func _validate_weather_presentation() -> void:
assert(rain != null)
assert(rain.emitting)
assert(rain.amount_ratio > 0.99)
assert(rain.amount == WorldTimeVisualControllerType.RAIN_PARTICLE_AMOUNT)
var rain_material := rain.process_material as ParticleProcessMaterial
assert(rain_material != null)
assert(is_equal_approx(
rain_material.initial_velocity_min,
WorldTimeVisualControllerType.RAIN_VELOCITY_MIN,
))
assert(is_equal_approx(
rain_material.initial_velocity_max,
WorldTimeVisualControllerType.RAIN_VELOCITY_MAX,
))
var rain_mesh := rain.draw_pass_1 as BoxMesh
assert(rain_mesh != null)
assert(rain_mesh.size.is_equal_approx(
WorldTimeVisualControllerType.RAIN_DROP_SIZE
))
visuals.apply_weather_immediately(
WorldWeatherServiceType.Weather.SUNNY
)