netfishing/tests/world_weather_validation.gd

528 lines
17 KiB
GDScript

extends SceneTree
const WorldWeatherServiceType = preload(
"res://world/world_weather_service.gd"
)
const NetworkWorldWeatherServiceType = preload(
"res://network/network_world_weather_service.gd"
)
const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldTimeVisualControllerType = preload(
"res://world/world_time_visual_controller.gd"
)
const FishingContextType = preload("res://fishing/fishing_context.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const FishAvailabilityType = preload("res://fish/fish_availability.gd")
const FishableWaterRegionType = preload(
"res://world/fishable_water_region.gd"
)
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_validate_weather_scheduler()
_validate_authoritative_weather_override()
_validate_weather_persistence()
_validate_snapshot_bounds()
_validate_fishing_weather_seams()
_validate_fishing_spot_context()
_validate_weather_presentation()
print("World weather validation: PASS")
quit()
func _validate_weather_scheduler() -> void:
var weather := WorldWeatherServiceType.new()
root.add_child(weather)
weather.begin_authoritative_session(20260802)
assert(weather.get_weather() == WorldWeatherServiceType.Weather.SUNNY)
assert(_duration_is_valid(weather))
weather.advance_weather(weather.get_seconds_remaining() + 0.01)
assert(weather.get_weather() == WorldWeatherServiceType.Weather.CLOUDY)
assert(_duration_is_valid(weather))
weather.advance_weather(weather.get_seconds_remaining() + 0.01)
assert(weather.get_weather() in [
WorldWeatherServiceType.Weather.SUNNY,
WorldWeatherServiceType.Weather.RAINY,
WorldWeatherServiceType.Weather.FOGGY,
])
assert(_duration_is_valid(weather))
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.RAINY, 120.0
)
assert(weather.is_raining())
assert(not weather.is_foggy())
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.FOGGY, 120.0
)
assert(weather.is_foggy())
assert(not weather.is_raining())
weather.queue_free()
func _duration_is_valid(weather: WorldWeatherServiceType) -> bool:
var seconds: float = weather.get_seconds_remaining()
match weather.get_weather():
WorldWeatherServiceType.Weather.SUNNY:
return seconds >= 480.0 and seconds <= 900.0
WorldWeatherServiceType.Weather.CLOUDY:
return seconds >= 300.0 and seconds <= 720.0
WorldWeatherServiceType.Weather.RAINY, WorldWeatherServiceType.Weather.FOGGY:
return seconds >= 300.0 and seconds <= 600.0
return false
func _validate_authoritative_weather_override() -> void:
var weather := WorldWeatherServiceType.new()
root.add_child(weather)
assert(not weather.set_authoritative_weather(
WorldWeatherServiceType.Weather.FOGGY
))
weather.begin_authoritative_session(20260812)
assert(weather.set_authoritative_weather(
WorldWeatherServiceType.Weather.FOGGY
))
assert(weather.is_foggy())
assert(_duration_is_valid(weather))
weather.end_session()
assert(not weather.set_authoritative_weather(
WorldWeatherServiceType.Weather.RAINY
))
var clock := WorldTimeServiceType.new()
root.add_child(clock)
clock.begin_session(WorldTimeServiceType.DAY_START_HOUR)
var schedule: Array[Dictionary] = []
for index: int in WorldWeatherServiceType.DAILY_PLAN_SEGMENT_COUNT:
schedule.append({
"start_hour": fposmod(
WorldTimeServiceType.DAY_START_HOUR
+ float(index)
* WorldWeatherServiceType.DAILY_PLAN_SEGMENT_HOURS,
WorldTimeServiceType.HOURS_PER_DAY,
),
"weather": int(WorldWeatherServiceType.Weather.SUNNY),
})
assert(weather.configure_daily_plan("command-test", schedule, clock))
weather.begin_authoritative_session(20260812)
assert(weather.set_authoritative_weather(
WorldWeatherServiceType.Weather.RAINY
))
weather.advance_weather(1.0)
assert(weather.is_raining())
clock.synchronize_time(
WorldTimeServiceType.DAY_START_HOUR
+ WorldWeatherServiceType.DAILY_PLAN_SEGMENT_HOURS
)
weather.advance_weather(0.01)
assert(weather.get_weather() == WorldWeatherServiceType.Weather.SUNNY)
weather.queue_free()
clock.queue_free()
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",
"weather": int(WorldWeatherServiceType.Weather.FOGGY),
"seconds_remaining": 300.0,
"sequence": 2,
}))
assert(not NetworkWorldWeatherServiceType.validate_snapshot({
"session_id": "session",
"weather": 99,
"seconds_remaining": 300.0,
"sequence": 2,
}))
assert(not NetworkWorldWeatherServiceType.validate_snapshot({
"session_id": "session",
"weather": int(WorldWeatherServiceType.Weather.RAINY),
"seconds_remaining": 1801.0,
"sequence": 2,
}))
func _validate_fishing_weather_seams() -> void:
var clear_context := FishingContextType.new()
var rain_context := FishingContextType.new()
rain_context.is_raining = true
var fog_context := FishingContextType.new()
fog_context.is_foggy = true
fog_context.is_night = true
var rain_only := FishAvailabilityType.new()
rain_only.require_rain = true
assert(not rain_only.is_available(clear_context))
assert(rain_only.is_available(rain_context))
var fog_only := FishAvailabilityType.new()
fog_only.allow_day = false
fog_only.require_fog = true
assert(not fog_only.is_available(clear_context))
assert(fog_only.is_available(fog_context))
var no_fog := FishAvailabilityType.new()
no_fog.forbid_fog = true
assert(no_fog.is_available(clear_context))
assert(not no_fog.is_available(fog_context))
func _validate_fishing_spot_context() -> void:
var weather := WorldWeatherServiceType.new()
weather.begin_remote_session()
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.FOGGY, 200.0
)
var fishing_spot := FishingSpotType.new()
fishing_spot.set("_world_weather", weather)
var region := FishableWaterRegionType.new()
region.location_tags = [&"starter_pond"]
var context: FishingContext = fishing_spot.build_network_context(region)
assert(context.is_foggy)
assert(not context.is_raining)
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.RAINY, 200.0
)
context = fishing_spot.build_network_context(region)
assert(context.is_raining)
assert(not context.is_foggy)
region.free()
fishing_spot.free()
weather.free()
func _validate_weather_presentation() -> void:
var world_root := Node3D.new()
root.add_child(world_root)
var world_environment := WorldEnvironment.new()
var environment := Environment.new()
var sky := Sky.new()
var sky_material := ShaderMaterial.new()
sky_material.shader = preload(
"res://world/environment/netfishing_sky.gdshader"
)
sky.sky_material = sky_material
environment.sky = sky
environment.adjustment_enabled = true
environment.fog_enabled = true
world_environment.environment = environment
world_root.add_child(world_environment)
var sun := DirectionalLight3D.new()
world_root.add_child(sun)
var clock := WorldTimeServiceType.new()
world_root.add_child(clock)
clock.begin_session(14.0)
var weather := WorldWeatherServiceType.new()
world_root.add_child(weather)
weather.begin_remote_session()
var rain_target := Node3D.new()
world_root.add_child(rain_target)
var rain_camera := Camera3D.new()
world_root.add_child(rain_camera)
rain_target.global_position = Vector3(-18.0, 2.0, 14.0)
rain_camera.global_position = Vector3(24.0, 9.0, -18.0)
var visuals := WorldTimeVisualControllerType.new()
world_root.add_child(visuals)
visuals.setup(
clock,
world_environment,
sun,
weather,
rain_target,
func() -> Camera3D: return rain_camera,
)
var runtime_environment: Environment = world_environment.environment
var runtime_sky_material := (
runtime_environment.sky.sky_material as ShaderMaterial
)
var clear_background_energy: float = (
runtime_environment.background_energy_multiplier
)
var clear_ambient_energy: float = runtime_environment.ambient_light_energy
var clear_fog_light_energy: float = runtime_environment.fog_light_energy
var clear_brightness: float = runtime_environment.adjustment_brightness
var clear_saturation: float = runtime_environment.adjustment_saturation
var clear_sun_energy: float = sun.light_energy
var clear_water_brightness: float = float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"environment_brightness"
)
)
assert(not runtime_environment.fog_enabled)
assert(is_zero_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_amount"
)
)))
assert(is_equal_approx(runtime_environment.fog_sky_affect, 0.35))
assert(is_zero_approx(float(
runtime_sky_material.get_shader_parameter("cloud_opacity")
)))
var storm_clouds := visuals.get_node("LocalStormClouds") as Node3D
assert(storm_clouds != null)
assert(storm_clouds.call("get_patch_count") == 81)
var cloud_field := storm_clouds.get_node("CloudField") as MultiMeshInstance3D
assert(cloud_field != null)
assert(cloud_field.multimesh != null)
assert(cloud_field.multimesh.instance_count == 81)
assert(cloud_field.multimesh.mesh is ArrayMesh)
var cloud_shader: Shader = preload(
"res://world/environment/local_storm_cloud.gdshader"
)
assert("cull_disabled" in cloud_shader.code)
assert(LocalStormCloudLayer.WRAP_RADIUS >= 315.0)
assert(is_equal_approx(LocalStormCloudLayer.MAXIMUM_OPACITY, 1.0))
assert(
LocalStormCloudLayer.DISTANCE_FADE_END
< LocalStormCloudLayer.WRAP_RADIUS
)
assert(is_zero_approx(float(storm_clouds.call("get_storm_amount"))))
visuals.apply_weather_immediately(
WorldWeatherServiceType.Weather.FOGGY
)
assert(runtime_environment.fog_enabled)
assert(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_amount"
)
) > 0.99)
assert(is_zero_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_near_amount"
)
)))
var water_fog_color := (
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_color"
) as Color
)
var rendered_fog_color := (
runtime_environment.fog_light_color.srgb_to_linear()
)
rendered_fog_color.r *= runtime_environment.fog_light_energy
rendered_fog_color.g *= runtime_environment.fog_light_energy
rendered_fog_color.b *= runtime_environment.fog_light_energy
rendered_fog_color.a = 1.0
rendered_fog_color = rendered_fog_color.linear_to_srgb()
assert(water_fog_color.is_equal_approx(rendered_fog_color))
assert(is_equal_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"surface_highlight_night_floor"
)
), WorldTimeVisualControllerType.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
assert(runtime_environment.fog_depth_begin <= 4.01)
assert(is_equal_approx(runtime_environment.fog_depth_end, 18.0))
assert(is_equal_approx(runtime_environment.fog_sky_affect, 1.0))
assert(is_zero_approx(runtime_environment.fog_aerial_perspective))
assert(is_zero_approx(float(
runtime_sky_material.get_shader_parameter("cloud_opacity")
)))
assert(is_equal_approx(
runtime_environment.background_energy_multiplier,
clear_background_energy
* WorldTimeVisualControllerType.FOG_DAYLIGHT_SCENE_BRIGHTNESS,
))
assert(is_equal_approx(
runtime_environment.ambient_light_energy,
clear_ambient_energy
* WorldTimeVisualControllerType.FOG_DAYLIGHT_SCENE_BRIGHTNESS,
))
assert(is_equal_approx(
runtime_environment.fog_light_energy,
clear_fog_light_energy
* WorldTimeVisualControllerType.FOG_DAYLIGHT_FOG_LIGHT_BRIGHTNESS,
))
assert(is_equal_approx(
runtime_environment.adjustment_brightness,
clear_brightness
* WorldTimeVisualControllerType.FOG_DAYLIGHT_POST_BRIGHTNESS,
))
assert(is_equal_approx(sun.light_energy, clear_sun_energy * 0.30))
assert(is_equal_approx(
float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"environment_brightness"
)
),
clear_water_brightness
* WorldTimeVisualControllerType.FOG_DAYLIGHT_WATER_BRIGHTNESS,
))
assert(is_equal_approx(
runtime_environment.adjustment_saturation,
clear_saturation,
))
visuals.apply_weather_immediately(
WorldWeatherServiceType.Weather.RAINY
)
assert(runtime_environment.fog_enabled)
assert(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_amount"
)
) > 0.99)
assert(is_zero_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_near_amount"
)
)))
var rainy_water_fog_color := (
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_color"
) as Color
)
assert(
rainy_water_fog_color.is_equal_approx(
WorldTimeVisualControllerType.RAIN_WATER_FOG_COLOR
)
)
assert(is_equal_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"surface_highlight_night_floor"
)
), WorldTimeVisualControllerType.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
assert(is_equal_approx(runtime_environment.fog_sky_affect, 0.68))
assert(
float(runtime_sky_material.get_shader_parameter("cloud_coverage"))
> 0.98
)
assert(
float(runtime_sky_material.get_shader_parameter("cloud_opacity"))
> 0.99
)
assert(float(storm_clouds.call("get_storm_amount")) > 0.87)
assert(storm_clouds.visible)
assert(is_equal_approx(
runtime_environment.adjustment_brightness,
clear_brightness
* 0.92
* WorldTimeVisualControllerType.RAIN_DAYLIGHT_POST_BRIGHTNESS,
))
var rain := visuals.get_node("LocalRain") as GPUParticles3D
assert(rain != null)
assert(rain.global_position.is_equal_approx(
rain_camera.global_position
+ WorldTimeVisualControllerType.RAIN_EMITTER_OFFSET
))
rain_camera.global_position = Vector3(-31.0, 15.0, 42.0)
visuals.call("_update_rain_position")
assert(rain.global_position.is_equal_approx(
rain_camera.global_position
+ WorldTimeVisualControllerType.RAIN_EMITTER_OFFSET
))
assert(rain.emitting)
assert(rain.amount_ratio > 0.99)
assert(rain.amount == WorldTimeVisualControllerType.RAIN_PARTICLE_AMOUNT)
assert(rain.visibility_aabb == (
WorldTimeVisualControllerType.RAIN_VISIBILITY_AABB
))
var rain_material := rain.process_material as ParticleProcessMaterial
assert(rain_material != null)
assert(rain_material.emission_box_extents.is_equal_approx(
WorldTimeVisualControllerType.RAIN_EMISSION_EXTENTS
))
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.call(
"_on_weather_changed",
WorldWeatherServiceType.Weather.SUNNY,
60.0,
)
visuals.call(
"_process",
WorldTimeVisualControllerType.WEATHER_TRANSITION_SECONDS * 0.5,
)
var halfway_water_fog: float = float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_amount"
)
)
assert(halfway_water_fog > 0.49 and halfway_water_fog < 0.51)
assert(is_equal_approx(
float(
WorldTimeVisualControllerType.FRESH_WATER_MATERIAL.get_shader_parameter(
"weather_fog_amount"
)
),
halfway_water_fog,
))
assert(runtime_environment.fog_enabled)
visuals.call(
"_process",
WorldTimeVisualControllerType.WEATHER_TRANSITION_SECONDS * 0.5,
)
assert(is_zero_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_amount"
)
)))
assert(not runtime_environment.fog_enabled)
visuals.apply_weather_immediately(
WorldWeatherServiceType.Weather.CLOUDY
)
assert(not runtime_environment.fog_enabled)
assert(is_zero_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_amount"
)
)))
visuals.apply_weather_immediately(
WorldWeatherServiceType.Weather.SUNNY
)
assert(not runtime_environment.fog_enabled)
assert(not rain.emitting)
world_root.queue_free()