netfishing/tests/fishing_surface_validation.gd

458 lines
14 KiB
GDScript

extends SceneTree
const FishingSpotScene = preload("res://fishing/fishing_spot.tscn")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const FishingPresentationType = preload(
"res://fishing/fishing_presentation.gd"
)
const RemoteFishingPresentationType = preload(
"res://fishing/remote_fishing_presentation.gd"
)
const PlayerScene = preload("res://player/player.tscn")
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishingSurfaceResolverType = preload(
"res://fishing/fishing_surface_resolver.gd"
)
const FishingSurfaceSampleType = preload(
"res://fishing/fishing_surface_sample.gd"
)
const FishableWaterRegionType = preload(
"res://world/fishable_water_region.gd"
)
const FishPoolType = preload("res://fish/fish_pool.gd")
const WaterBodyScene = preload("res://world/water_body.tscn")
const StarterRegionScene = preload(
"res://world/regions/starter_island_region.tscn"
)
const PondPool: FishPoolType = preload(
"res://fish/pools/starter_pond_pool.tres"
)
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
await _validate_resolver_layers()
await _validate_portable_water_body()
await _validate_starter_region_surfaces()
await _validate_presentation()
await _validate_remote_presentation()
await _validate_bite_wait_distribution()
print("Fishing surface validation: PASS")
quit()
func _validate_resolver_layers() -> void:
var world := Node3D.new()
root.add_child(world)
_add_solid_box(world, Vector3(40.0, 2.0, 12.0), Vector3(10.0, -1.0, 0.0))
_add_water_region(world, Vector3(0.0, 2.0, 0.0), Vector2(8.0, 8.0), PondPool)
_add_solid_box(world, Vector3(1.0, 1.0, 1.0), Vector3(2.0, 2.25, 0.0))
_add_solid_box(world, Vector3(1.0, 1.0, 1.0), Vector3(-2.0, 6.0, 0.0))
_add_water_region(world, Vector3(10.0, 5.0, 0.0), Vector2(6.0, 6.0), PondPool)
_add_water_region(world, Vector3(20.0, 3.0, 0.0), Vector2(6.0, 6.0), null)
await physics_frame
await physics_frame
var resolver := FishingSurfaceResolverType.new()
var space_state: PhysicsDirectSpaceState3D = world.get_world_3d().direct_space_state
var water: FishingSurfaceSampleType = resolver.resolve_surface(
space_state,
Vector3.ZERO,
4.0,
)
assert(water.is_fishable())
assert(is_equal_approx(water.position.y, 2.0))
var water_under_overhang: FishingSurfaceSampleType = resolver.resolve_surface(
space_state,
Vector3(-2.0, 4.0, 0.0),
4.0,
0.08,
)
assert(water_under_overhang.is_fishable())
assert(is_equal_approx(water_under_overhang.position.y, 2.0))
var covered_water: FishingSurfaceSampleType = resolver.resolve_surface(
space_state,
Vector3(2.0, 2.0, 0.0),
4.0,
)
assert(covered_water.has_surface)
assert(not covered_water.is_water_surface)
assert(is_equal_approx(covered_water.position.y, 2.75))
var elevated_water: FishingSurfaceSampleType = resolver.resolve_surface(
space_state,
Vector3(10.0, 0.0, 0.0),
8.0,
)
assert(elevated_water.is_fishable())
assert(is_equal_approx(elevated_water.position.y, 5.0))
var unstocked_water: FishingSurfaceSampleType = resolver.resolve_surface(
space_state,
Vector3(20.0, 0.0, 0.0),
6.0,
)
assert(unstocked_water.has_surface)
assert(unstocked_water.is_water_surface)
assert(not unstocked_water.is_fishable())
assert(is_equal_approx(unstocked_water.position.y, 3.0))
var safe_reel: FishingSurfaceSampleType = resolver.resolve_withdrawal_surface(
space_state,
Vector3(0.0, 2.0, 0.0),
Vector3(3.0, 2.0, 0.0),
Vector3.RIGHT,
4.0,
0.4,
)
assert(safe_reel.is_fishable())
assert(is_equal_approx(safe_reel.position.y, 2.0))
var shoreline_reel: FishingSurfaceSampleType = (
resolver.resolve_withdrawal_surface(
space_state,
Vector3(3.0, 2.0, 0.0),
Vector3(3.7, 2.0, 0.0),
Vector3.RIGHT,
4.0,
0.4,
)
)
assert(not shoreline_reel.is_fishable())
assert(shoreline_reel.position.is_equal_approx(Vector3(3.0, 2.0, 0.0)))
world.queue_free()
await process_frame
func _validate_portable_water_body() -> void:
var water_body := WaterBodyScene.instantiate() as Node3D
water_body.position = Vector3(3.0, 7.0, -2.0)
water_body.set("surface_size", Vector2(12.0, 8.0))
water_body.set("fishing_depth", 6.0)
water_body.set("recovery_depth", 7.0)
water_body.set("fish_pool", PondPool)
root.add_child(water_body)
await process_frame
var visual := water_body.get_node("VisualWater") as MeshInstance3D
var visual_mesh := visual.mesh as PlaneMesh
assert(visual_mesh.size.is_equal_approx(Vector2(12.0, 8.0)))
var fishing_region := water_body.get_node(
"FishingRegion"
) as FishableWaterRegionType
var fishing_shape_node := water_body.get_node(
"FishingRegion/Shape"
) as CollisionShape3D
var fishing_shape := fishing_shape_node.shape as BoxShape3D
assert(fishing_region.fish_pool == PondPool)
assert(is_equal_approx(fishing_region.get_surface_height(), 7.0))
assert(is_equal_approx(fishing_shape_node.position.y, -3.0))
assert(fishing_shape.size.is_equal_approx(Vector3(12.0, 6.0, 8.0)))
var recovery_region := water_body.get_node("RecoveryRegion") as Area3D
assert(is_equal_approx(recovery_region.position.y, -3.5))
water_body.queue_free()
await process_frame
func _validate_starter_region_surfaces() -> void:
var region := StarterRegionScene.instantiate() as Node3D
root.add_child(region)
var ocean_region := region.get_node(
"WaterBodies/Ocean/FishingRegions/OceanFishingRegion"
) as FishableWaterRegionType
var minimum_x: float = INF
var maximum_x: float = -INF
var minimum_z: float = INF
var maximum_z: float = -INF
for child: Node in ocean_region.get_children():
var shape_node := child as CollisionShape3D
assert(shape_node != null and shape_node.shape is BoxShape3D)
var box := shape_node.shape as BoxShape3D
assert(is_equal_approx(box.size.y, 2.0))
minimum_x = minf(minimum_x, shape_node.position.x - box.size.x * 0.5)
maximum_x = maxf(maximum_x, shape_node.position.x + box.size.x * 0.5)
minimum_z = minf(minimum_z, shape_node.position.z - box.size.z * 0.5)
maximum_z = maxf(maximum_z, shape_node.position.z + box.size.z * 0.5)
var ocean_footprint := Vector2(
maximum_x - minimum_x,
maximum_z - minimum_z,
)
assert(is_equal_approx(
ocean_footprint.x * ocean_footprint.y,
12840.0,
))
assert(is_equal_approx(
ocean_footprint.x / 107.0,
ocean_footprint.y / 80.0,
))
var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
root.add_child(fishing_spot)
await physics_frame
await physics_frame
var pond: FishingSurfaceSampleType = fishing_spot.resolve_fishing_surface(
Vector3(-9.4, 2.51, 2.1),
4.0,
)
assert(pond.is_fishable())
assert(is_equal_approx(pond.position.y, 2.51))
var ocean: FishingSurfaceSampleType = fishing_spot.resolve_fishing_surface(
Vector3(50.0, -0.45, 0.0),
4.0,
)
assert(ocean.is_fishable())
assert(is_equal_approx(ocean.position.y, -0.45))
var expanded_ocean: FishingSurfaceSampleType = (
fishing_spot.resolve_fishing_surface(
Vector3(72.0, -0.45, 0.0),
4.0,
)
)
assert(expanded_ocean.is_fishable())
assert(is_equal_approx(expanded_ocean.position.y, -0.45))
var covered_ocean: FishingSurfaceSampleType = (
fishing_spot.resolve_fishing_surface(
Vector3(20.0, -0.45, 0.0),
4.0,
)
)
assert(covered_ocean.has_surface)
assert(not covered_ocean.is_fishable())
assert(covered_ocean.position.y > -0.45)
# The ocean fishing layer covers the island's complete editable footprint.
# Terrain at or above the waterline remains authoritative, while shoreline
# terrain lowered below the surface becomes fishable without reshaping a
# manually authored exclusion ring.
var editable_shallows_found := 0
for x_position: int in range(-24, 24, 2):
for z_position: int in range(-21, 22, 2):
var candidate: FishingSurfaceSampleType = (
fishing_spot.resolve_fishing_surface(
Vector3(x_position, -0.45, z_position),
4.0,
)
)
if (
candidate.is_fishable()
and candidate.water_region.water_type
== WaterType.Type.SALT_WATER
):
editable_shallows_found += 1
assert(editable_shallows_found > 0)
fishing_spot.queue_free()
region.queue_free()
await process_frame
func _validate_presentation() -> void:
var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
root.add_child(fishing_spot)
var presentation := fishing_spot.get_node(
"FishingPresentation"
) as FishingPresentationType
var rod := Node3D.new()
var rod_tip := Marker3D.new()
rod.add_child(rod_tip)
root.add_child(rod)
rod_tip.position = Vector3(0.0, 1.0, 0.0)
await process_frame
var slope_normal := Vector3(0.0, 1.0, 1.0).normalized()
presentation.begin_aim(
rod_tip,
rod,
Vector3(0.0, 0.1, -1.0),
slope_normal,
false,
)
var marker := presentation.get_node("CastTargetMarker") as Node3D
var valid_marker := presentation.get_node(
"CastTargetMarker/ValidTargetMarker"
) as MeshInstance3D
var invalid_marker := presentation.get_node(
"CastTargetMarker/InvalidTargetMarker"
) as Node3D
assert(not valid_marker.visible)
assert(invalid_marker.visible)
assert(invalid_marker.get_child_count() == 2)
assert(marker.global_basis.y.normalized().dot(slope_normal) > 0.999)
var landing := Vector3(0.0, 0.13, -4.0)
presentation.begin_cast(landing, landing, true)
await presentation.cast_completed
var bobber := presentation.get_node("Bobber") as MeshInstance3D
assert(bobber.visible)
assert(bobber.global_position.is_equal_approx(landing))
presentation.play_outcome(&"invalid")
await process_frame
assert(bobber.visible)
await presentation.outcome_completed
assert(not bobber.visible)
rod.queue_free()
fishing_spot.queue_free()
await process_frame
func _validate_bite_wait_distribution() -> void:
var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
root.add_child(fishing_spot)
await process_frame
var bite_rng := fishing_spot.get("_bite_rng") as RandomNumberGenerator
bite_rng.seed = 84219
var quick_count: int = 0
var typical_or_long_count: int = 0
var very_long_count: int = 0
var total_wait_seconds: float = 0.0
for _sample_index: int in 10000:
var wait_seconds: float = fishing_spot.roll_bite_wait_time()
assert(wait_seconds >= FishingSpotType.BITE_QUICK_MIN_SECONDS)
assert(wait_seconds <= FishingSpotType.BITE_MAX_SECONDS)
total_wait_seconds += wait_seconds
if wait_seconds < FishingSpotType.BITE_QUICK_MAX_SECONDS:
quick_count += 1
else:
typical_or_long_count += 1
if wait_seconds >= FishingSpotType.BITE_LONG_MAX_SECONDS:
very_long_count += 1
var average_wait_seconds: float = total_wait_seconds / 10000.0
var quick_ratio: float = float(quick_count) / 10000.0
var very_long_ratio: float = float(very_long_count) / 10000.0
var very_long_probability: float = 1.0 - (
FishingSpotType.BITE_QUICK_PROBABILITY
+ FishingSpotType.BITE_TYPICAL_PROBABILITY
+ FishingSpotType.BITE_LONG_PROBABILITY
)
var expected_average_wait_seconds: float = (
FishingSpotType.BITE_QUICK_PROBABILITY
* (
FishingSpotType.BITE_QUICK_MIN_SECONDS
+ FishingSpotType.BITE_QUICK_MAX_SECONDS
)
* 0.5
+ FishingSpotType.BITE_TYPICAL_PROBABILITY
* (
FishingSpotType.BITE_QUICK_MAX_SECONDS
+ FishingSpotType.BITE_TYPICAL_MAX_SECONDS
)
* 0.5
+ FishingSpotType.BITE_LONG_PROBABILITY
* (
FishingSpotType.BITE_TYPICAL_MAX_SECONDS
+ FishingSpotType.BITE_LONG_MAX_SECONDS
)
* 0.5
+ very_long_probability
* (
FishingSpotType.BITE_LONG_MAX_SECONDS
+ FishingSpotType.BITE_MAX_SECONDS
)
* 0.5
)
assert(absf(
quick_ratio - FishingSpotType.BITE_QUICK_PROBABILITY
) <= 0.02)
assert(typical_or_long_count > quick_count)
assert(absf(very_long_ratio - very_long_probability) <= 0.005)
assert(absf(
average_wait_seconds - expected_average_wait_seconds
) <= 1.0)
fishing_spot.queue_free()
await process_frame
func _validate_remote_presentation() -> void:
var player := PlayerScene.instantiate() as Player
root.add_child(player)
player.set_local_control(false)
var presentation := RemoteFishingPresentationType.new()
root.add_child(presentation)
presentation.setup(player)
await process_frame
var origin: Vector3 = player.get_fishing_rod_tip().global_position
var target: Vector3 = origin + Vector3(-4.0, -0.5, 0.0)
presentation.show_cast(origin, target)
var bobber := presentation.get("_bobber") as MeshInstance3D
assert(bobber.visible)
assert(presentation.get("_cast_tween") != null)
await create_timer(0.7).timeout
assert(bobber.global_position.distance_to(target) < 0.1)
var first_bob_y: float = bobber.global_position.y
await create_timer(0.2).timeout
assert(not is_equal_approx(bobber.global_position.y, first_bob_y))
var fish_catch := FishCatchType.new()
var fish: FishData = PondPool.candidates.front()
fish_catch.fish = fish
fish_catch.fish_id = fish.id
fish_catch.catch_id = &"remote-presentation-test"
fish_catch.weight_lb = 1.0
fish_catch.display_scale = 1.0
fish_catch.sale_value = 1
assert(fish_catch.is_valid())
presentation.play_return(fish_catch)
var catch_display := player.find_child(
"CatchDisplay", true, false
) as Node3D
assert(catch_display != null)
var showcase_deadline_msec: int = Time.get_ticks_msec() + 2000
while (
not catch_display.visible
and Time.get_ticks_msec() < showcase_deadline_msec
):
await process_frame
assert(catch_display.visible)
await presentation.return_completed
assert(not catch_display.visible)
presentation.queue_free()
player.queue_free()
await process_frame
func _add_water_region(
parent: Node3D,
position: Vector3,
surface_size: Vector2,
fish_pool: FishPoolType,
) -> void:
var water_root := Node3D.new()
water_root.position = position
parent.add_child(water_root)
var region := FishableWaterRegionType.new()
region.collision_layer = 4
region.collision_mask = 0
region.monitoring = false
region.surface_height_mode = FishableWaterRegionType.SurfaceHeightMode.PARENT_GLOBAL_Y
region.fish_pool = fish_pool
water_root.add_child(region)
var shape_node := CollisionShape3D.new()
shape_node.position.y = -2.0
var shape := BoxShape3D.new()
shape.size = Vector3(surface_size.x, 4.0, surface_size.y)
shape_node.shape = shape
region.add_child(shape_node)
func _add_solid_box(
parent: Node3D,
size: Vector3,
position: Vector3,
) -> void:
var body := StaticBody3D.new()
body.position = position
body.collision_layer = 1
body.collision_mask = 0
parent.add_child(body)
var shape_node := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = size
shape_node.shape = shape
body.add_child(shape_node)