netfishing/tests/economy_regression_validation.gd

688 lines
24 KiB
GDScript

extends SceneTree
const MainScene = preload("res://main/main.tscn")
const FishCatchType = preload("res://fish/fish_catch.gd")
var _sale_result: Array[Variant] = []
var _shop_result: Array[Variant] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var arguments: PackedStringArray = OS.get_cmdline_user_args()
if arguments.has("host"):
await _run_multiplayer_host()
return
if arguments.has("client"):
await _run_multiplayer_client()
return
root.size = Vector2i(1280, 720)
var main := MainScene.instantiate()
root.add_child(main)
for _frame: int in 4:
await process_frame
if not bool(main.get("_application_initialized")):
# Use the same activation path as the real setup dialog so no modal is
# left above the gameplay SubViewport during pointer validation.
main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
assert(bool(main.call("_prepare_private_host")))
var save_manager := main.get("_save_manager") as PlayerSaveManager
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
for _frame: int in 8:
await process_frame
var player := main.get("_player") as Player
var catalog := main.get("fish_catalog") as FishPool
var sale_service := main.get_node("%NetworkSaleService") as NetworkSaleService
var shop_service := main.get_node("%NetworkShopService") as NetworkShopService
var session := main.get_node("%NetworkSession") as NetworkSession
var reservations := (
main.get_node("%PlayerAssetReservationService")
as PlayerAssetReservationService
)
assert(player != null)
assert(catalog != null and catalog.candidates.size() == 53)
assert(sale_service != null)
assert(shop_service != null)
assert(session != null and session.is_host())
assert(reservations != null)
sale_service.local_sale_finished.connect(_on_sale_finished)
shop_service.local_purchase_finished.connect(_on_shop_finished)
await process_frame
_test_each_species(player, catalog, sale_service)
_test_multi_sale(player, catalog, sale_service)
_test_reservations(player, catalog, sale_service, reservations)
_test_anywhere_sale(player, catalog, sale_service)
await _test_player_menu_sale(main, player, catalog, sale_service)
await _test_host_shop_sale(main, player, catalog, sale_service)
assert(session.set_host_open(true))
assert(session.state == NetworkSession.State.OPEN_HOST)
var open_catch := _make_catch(catalog.candidates.front())
player.inventory.add_catch(open_catch)
_assert_sale(player, sale_service, [open_catch.catch_id], true)
assert(session.set_host_open(false))
await _test_host_shop_purchase(main, player, shop_service)
await _test_host_art_shop_purchase(main, player, shop_service)
await _test_fishing_shop_sale_ui(
main, player, catalog, sale_service, reservations
)
assert(not sale_service.is_local_sale_pending())
assert(not shop_service.is_local_purchase_pending())
print("Economy regression validation: PASS")
session.disconnect_session("Economy validation complete.")
main.queue_free()
await process_frame
quit()
func _run_multiplayer_host() -> void:
root.size = Vector2i(1280, 720)
var main: Node = await _create_initialized_main()
assert(bool(main.call("_prepare_private_host")))
var save_manager := main.get("_save_manager") as PlayerSaveManager
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
var session := main.get_node("%NetworkSession") as NetworkSession
assert(session.set_host_open(true))
var client_connected := false
var connection_deadline: int = Time.get_ticks_msec() + 30000
while Time.get_ticks_msec() < connection_deadline:
await process_frame
if session.get_authenticated_peer_ids().size() >= 2:
client_connected = true
break
assert(client_connected)
var remote_peer_id := 0
for authenticated_peer_id: int in session.get_authenticated_peer_ids():
if authenticated_peer_id != 1:
remote_peer_id = authenticated_peer_id
break
assert(remote_peer_id > 1)
var spawn_service := main.get("_player_spawn_service") as PlayerSpawnService
var remote_avatar := spawn_service.get_avatar(remote_peer_id)
assert(remote_avatar != null)
# Pelican sales are available from the Cooler anywhere. The host-owned
# avatar only moves when the later Fishing Shop purchase needs proximity.
await create_timer(5.0).timeout
var interaction := main.get("_shop_interaction") as FishingShopInteraction
assert(interaction != null)
remote_avatar.global_position = interaction.global_position
var completion_deadline: int = Time.get_ticks_msec() + 30000
while Time.get_ticks_msec() < completion_deadline:
await process_frame
if session.get_authenticated_peer_ids().size() < 2:
break
print("Economy multiplayer host validation: PASS")
session.disconnect_session("Economy host validation complete.")
main.queue_free()
await process_frame
quit()
func _run_multiplayer_client() -> void:
root.size = Vector2i(1280, 720)
var main: Node = await _create_initialized_main()
main.call("_on_title_join_game_requested", "127.0.0.1:7777")
var session := main.get_node("%NetworkSession") as NetworkSession
var joined := false
var join_deadline: int = Time.get_ticks_msec() + 30000
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")):
joined = true
break
assert(joined)
var player := main.get("_player") as Player
var catalog := main.get("fish_catalog") as FishPool
var sale_service := main.get_node("%NetworkSaleService") as NetworkSaleService
var shop_service := main.get_node("%NetworkShopService") as NetworkShopService
sale_service.local_sale_finished.connect(_on_sale_finished)
shop_service.local_purchase_finished.connect(_on_shop_finished)
var catch_ids: Array[StringName] = []
for fish: FishData in catalog.candidates:
var fish_catch := _make_catch(fish)
player.inventory.add_catch(fish_catch)
catch_ids.append(fish_catch.catch_id)
await create_timer(1.0).timeout
_sale_result.clear()
assert(not sale_service.request_local_sale(catch_ids).is_empty())
var sale_deadline: int = Time.get_ticks_msec() + 10000
while Time.get_ticks_msec() < sale_deadline:
await process_frame
if not _sale_result.is_empty():
break
print("Client sale result: ", _sale_result)
assert(not _sale_result.is_empty() and bool(_sale_result[1]))
for catch_id: StringName in catch_ids:
assert(not player.inventory.contains_catch_id(catch_id))
assert(not sale_service.is_local_sale_pending())
var interaction := main.get("_shop_interaction") as FishingShopInteraction
player.global_position = interaction.global_position
await create_timer(5.5).timeout
var shop_catch := _make_catch(catalog.candidates.front())
player.inventory.add_catch(shop_catch)
var shop_sale_balance_before: int = player.wallet.get_balance()
_sale_result.clear()
assert(not sale_service.request_local_sale(
[shop_catch.catch_id],
NetworkSaleService.MAIN_SHOP_BUYER_ID,
).is_empty())
var shop_sale_deadline: int = Time.get_ticks_msec() + 10000
while Time.get_ticks_msec() < shop_sale_deadline:
await process_frame
if not _sale_result.is_empty():
break
print("Client shop sale result: ", _sale_result)
assert(not _sale_result.is_empty() and bool(_sale_result[1]))
assert(not player.inventory.contains_catch_id(shop_catch.catch_id))
assert(
player.wallet.get_balance()
== shop_sale_balance_before + shop_catch.sale_value
)
assert(not sale_service.is_local_sale_pending())
assert(player.wallet.credit(100))
_shop_result.clear()
assert(not shop_service.request_supply(&"coffee").is_empty())
var shop_deadline: int = Time.get_ticks_msec() + 10000
while Time.get_ticks_msec() < shop_deadline:
await process_frame
if not _shop_result.is_empty():
break
print("Client shop result: ", _shop_result)
assert(not _shop_result.is_empty() and bool(_shop_result[1]))
assert(not shop_service.is_local_purchase_pending())
var required_art_balance: int = (
ArtShopStock.ART_KIT_PRICE + ArtShopStock.UPGRADE_PRICE
)
if player.wallet.get_balance() < required_art_balance:
assert(player.wallet.credit(
required_art_balance - player.wallet.get_balance()
))
_shop_result.clear()
assert(not shop_service.request_art_kit().is_empty())
while _shop_result.is_empty():
await process_frame
assert(bool(_shop_result[1]))
_shop_result.clear()
assert(not shop_service.request_art_upgrade(&"grid_32x").is_empty())
while _shop_result.is_empty():
await process_frame
assert(bool(_shop_result[1]))
assert(player.bag.owns_item(ArtShopStock.ART_KIT_ITEM_ID))
assert(player.art_unlocks.is_grid_size_unlocked(32))
print("Economy multiplayer client validation: PASS")
session.disconnect_session("Economy client validation complete.")
main.queue_free()
await process_frame
quit()
func _create_initialized_main() -> Node:
var main := 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
func _test_each_species(
player: Player,
catalog: FishPool,
sale_service: NetworkSaleService,
) -> void:
for fish: FishData in catalog.candidates:
assert(fish != null)
var fish_catch := _make_catch(fish)
player.inventory.add_catch(fish_catch)
_assert_sale(player, sale_service, [fish_catch.catch_id], true)
func _test_multi_sale(
player: Player,
catalog: FishPool,
sale_service: NetworkSaleService,
) -> void:
var catches: Array[FishCatch] = [
_make_catch(catalog.candidates[0]),
_make_catch(catalog.candidates[1]),
_make_catch(catalog.candidates[2]),
]
var catch_ids: Array[StringName] = []
for fish_catch: FishCatch in catches:
player.inventory.add_catch(fish_catch)
catch_ids.append(fish_catch.catch_id)
_assert_sale(player, sale_service, catch_ids, true)
func _test_reservations(
player: Player,
catalog: FishPool,
sale_service: NetworkSaleService,
reservations: PlayerAssetReservationService,
) -> void:
var reserved := _make_catch(catalog.candidates[3])
var unreserved := _make_catch(catalog.candidates[4])
player.inventory.add_catch(reserved)
player.inventory.add_catch(unreserved)
var reservation_id := "economy-test-reservation"
assert(reservations.reserve(reservation_id, {
"type": PlayerAssetReservationService.AttachmentType.FISH,
"catch_id": str(reserved.catch_id),
"catch": reserved.to_network_dict(),
}))
_assert_sale(player, sale_service, [reserved.catch_id], false, false)
_assert_sale(
player,
sale_service,
[reserved.catch_id, unreserved.catch_id],
false,
false,
)
assert(player.inventory.contains_catch_id(reserved.catch_id))
assert(player.inventory.contains_catch_id(unreserved.catch_id))
assert(reservations.release(reservation_id))
_assert_sale(
player,
sale_service,
[reserved.catch_id, unreserved.catch_id],
true,
)
func _test_anywhere_sale(
player: Player,
catalog: FishPool,
sale_service: NetworkSaleService,
) -> void:
var fish_catch := _make_catch(catalog.candidates[5])
player.inventory.add_catch(fish_catch)
# The spawn point is intentionally far from the Pelican landmark. Discounted
# Pelican sales are a convenience action and do not require proximity.
player.global_position = Vector3(0.0, 3.95, 13.0)
_assert_sale(player, sale_service, [fish_catch.catch_id], true)
func _test_host_shop_sale(
main: Node,
player: Player,
catalog: FishPool,
sale_service: NetworkSaleService,
) -> void:
var interaction := main.get("_shop_interaction") as FishingShopInteraction
assert(interaction != null)
var out_of_range_catch := _make_catch(catalog.candidates[6])
player.inventory.add_catch(out_of_range_catch)
player.global_position = Vector3(0.0, 3.95, 13.0)
for _frame: int in 4:
await physics_frame
_assert_sale(
player,
sale_service,
[out_of_range_catch.catch_id],
false,
true,
NetworkSaleService.MAIN_SHOP_BUYER_ID,
)
player.global_position = interaction.global_position
for _frame: int in 4:
await physics_frame
assert(interaction.is_avatar_in_range(player))
var balance_before: int = player.wallet.get_balance()
_assert_sale(
player,
sale_service,
[out_of_range_catch.catch_id],
true,
true,
NetworkSaleService.MAIN_SHOP_BUYER_ID,
)
assert(
player.wallet.get_balance()
== balance_before + out_of_range_catch.sale_value
)
var species_ids: Array[StringName] = []
var expected_payout: int = 0
for fish: FishData in catalog.candidates:
var fish_catch := _make_catch(fish)
player.inventory.add_catch(fish_catch)
species_ids.append(fish_catch.catch_id)
expected_payout += fish_catch.sale_value
var species_balance_before: int = player.wallet.get_balance()
_assert_sale(
player,
sale_service,
species_ids,
true,
true,
NetworkSaleService.MAIN_SHOP_BUYER_ID,
)
assert(
player.wallet.get_balance()
== species_balance_before + expected_payout
)
func _test_player_menu_sale(
main: Node,
player: Player,
catalog: FishPool,
sale_service: NetworkSaleService,
) -> void:
var game_ui := main.get_node("%GameUI") as GameUI
var player_menu := game_ui.get_node("%PlayerMenu") as PlayerMenu
var fish_catch := _make_catch(catalog.candidates[6])
player.inventory.add_catch(fish_catch)
player.global_position = Vector3(0.0, 3.95, 13.0)
player_menu.open_menu()
await create_timer(2.2).timeout
player_menu.call("_on_catch_card_pressed", fish_catch.catch_id)
await process_frame
var sell_action := player_menu.get_node("%SellBubble") as Button
var confirmation := player_menu.get_node("%SaleConfirmation") as Control
var confirm_button := player_menu.get_node("%ConfirmSaleButton") as Button
var ui_viewport := main.get_node(
"UIPresentation/UIViewport"
) as SubViewport
assert(sell_action.visible and not sell_action.disabled)
assert(sell_action.mouse_filter == Control.MOUSE_FILTER_STOP)
assert(sell_action.focus_mode == Control.FOCUS_ALL)
assert(ui_viewport != null)
await _activate_focused_button(sell_action, ui_viewport)
await process_frame
assert(confirmation.visible)
assert(confirm_button.visible and not confirm_button.disabled)
assert(
confirmation.z_index
> (player_menu.get_node("%CoolerOuterWall") as Control).z_index
)
_sale_result.clear()
await _activate_focused_button(confirm_button, ui_viewport)
await process_frame
assert(not _sale_result.is_empty() and bool(_sale_result[1]))
assert(not player.inventory.contains_catch_id(fish_catch.catch_id))
assert(not sale_service.is_local_sale_pending())
player_menu.close_menu()
await create_timer(2.2).timeout
assert(not player_menu.visible)
player_menu.open_menu()
await create_timer(2.2).timeout
assert(player_menu.visible)
assert(
not sell_action.disabled
or player.inventory.get_all_catches().is_empty()
)
player_menu.close_menu()
await create_timer(2.2).timeout
func _activate_focused_button(
button: Button,
ui_viewport: SubViewport,
) -> void:
button.grab_focus()
await process_frame
assert(button.has_focus())
for is_pressed: bool in [true, false]:
var accept := InputEventAction.new()
accept.action = &"ui_accept"
accept.pressed = is_pressed
ui_viewport.push_input(accept, false)
await process_frame
func _test_host_shop_purchase(
main: Node,
player: Player,
shop_service: NetworkShopService,
) -> void:
var interaction := main.get("_shop_interaction") as FishingShopInteraction
assert(interaction != null)
player.global_position = interaction.global_position
for _frame: int in 4:
await physics_frame
assert(interaction.is_avatar_in_range(player))
var quantity_before: int = player.bag.get_quantity(&"coffee")
_shop_result.clear()
var request_id: String = shop_service.request_supply(&"coffee")
assert(not request_id.is_empty())
assert(not _shop_result.is_empty() and bool(_shop_result[1]))
assert(player.bag.get_quantity(&"coffee") == quantity_before + 1)
assert(not shop_service.is_local_purchase_pending())
func _test_host_art_shop_purchase(
main: Node,
player: Player,
shop_service: NetworkShopService,
) -> void:
var interaction := main.get("_shop_interaction") as FishingShopInteraction
assert(interaction != null)
player.global_position = interaction.global_position
for _frame: int in 4:
await physics_frame
var required_balance: int = (
ArtShopStock.ART_KIT_PRICE + ArtShopStock.UPGRADE_PRICE * 3
)
if player.wallet.get_balance() < required_balance:
assert(player.wallet.credit(required_balance - player.wallet.get_balance()))
_shop_result.clear()
assert(not shop_service.request_art_kit().is_empty())
assert(not _shop_result.is_empty() and bool(_shop_result[1]))
assert(player.bag.owns_item(ArtShopStock.ART_KIT_ITEM_ID))
var item_catalog := main.get("item_catalog") as ItemCatalog
assert(item_catalog != null)
var art_item: ItemData = item_catalog.get_item_by_id(
ArtShopStock.ART_KIT_ITEM_ID
)
assert(art_item != null and art_item.hotbar_allowed and art_item.equippable)
assert(player.hotbar.assign_item(0, ArtShopStock.ART_KIT_ITEM_ID))
for product_id: StringName in [
&"marker_ocean_teal", &"brush_2x", &"grid_32x",
]:
_shop_result.clear()
assert(not shop_service.request_art_upgrade(product_id).is_empty())
assert(not _shop_result.is_empty() and bool(_shop_result[1]))
assert(player.art_unlocks.owns_product(product_id))
assert(not shop_service.is_local_purchase_pending())
func _test_fishing_shop_sale_ui(
main: Node,
player: Player,
catalog: FishPool,
sale_service: NetworkSaleService,
reservations: PlayerAssetReservationService,
) -> void:
var interaction := main.get("_shop_interaction") as FishingShopInteraction
var game_ui := main.get_node("%GameUI") as GameUI
var shop := game_ui.get_node("%FishingShop") as FishingShop
var player_menu := game_ui.get_node("%PlayerMenu") as PlayerMenu
var shop_backdrop := main.get_node("%ShopBackdrop") as ColorRect
var ui_viewport := main.get_node(
"UIPresentation/UIViewport"
) as SubViewport
assert(
interaction != null
and shop != null
and player_menu != null
and shop_backdrop != null
and ui_viewport != null
)
player.global_position = interaction.global_position
for _frame: int in 4:
await physics_frame
var fish_catch := _make_catch(catalog.candidates[7])
var reserved_catch := _make_catch(catalog.candidates[6])
player.inventory.add_catch(fish_catch)
player.inventory.add_catch(reserved_catch)
var reservation_id := "shop-ui-reservation"
assert(reservations.reserve(reservation_id, {
"type": PlayerAssetReservationService.AttachmentType.FISH,
"catch_id": str(reserved_catch.catch_id),
"catch": reserved_catch.to_network_dict(),
}))
var balance_before: int = player.wallet.get_balance()
assert(shop.open_shop())
await process_frame
assert(shop_backdrop.visible)
assert(shop_backdrop.material is ShaderMaterial)
assert(shop.has_node("InputBlocker") and not shop.has_node("Dimmer"))
var shop_panel := shop.get_node("%ShopPanel") as PanelContainer
assert(shop_panel != null and shop_panel.size == Vector2(980.0, 600.0))
var shop_panel_style := shop_panel.get_theme_stylebox("panel") as StyleBoxFlat
assert(shop_panel_style != null)
assert(shop_panel_style.corner_radius_top_left == 24)
assert(not shop.has_node("ShopPanel/Margin/Layout/ModeTabs"))
var shop_tabs: Array = shop.get("_shop_tabs") as Array
assert(shop_tabs.size() == 6)
var sell_mode := shop_tabs[5] as Button
assert(sell_mode != null and sell_mode.text == "Sell Fish")
var stock_sections: Array[String] = []
for child: Node in shop.get_node("%SuppliesList").get_children():
if child is Label:
stock_sections.append((child as Label).text)
assert(stock_sections == ["supplies", "art kit", "markers", "brushes", "grids"])
await _activate_focused_button(sell_mode, ui_viewport)
await process_frame
assert(shop.visible and not player_menu.visible)
assert(not shop.has_node("ShopPanel/Margin/Layout/Body/FishSales"))
assert((shop.get_node("%ShopCoolerPage") as Control).visible)
assert(not (shop.get_node("%ShopPanel") as Control).visible)
var mounted_cooler := player_menu.get("_cooler_page") as Control
assert(mounted_cooler != null and mounted_cooler.visible)
assert(
mounted_cooler.get_parent() == shop.get_node("%ShopCoolerMount")
)
var cooler_outer_wall := player_menu.get("_cooler_outer_wall") as Control
var water_surface := player_menu.get("_cooler_water_surface") as ColorRect
assert(cooler_outer_wall != null and cooler_outer_wall.visible)
assert(water_surface.visible and water_surface.material is ShaderMaterial)
assert(
StringName(
(player_menu.get("_sale_buyer_override") as FishBuyerProfile).id
) == NetworkSaleService.MAIN_SHOP_BUYER_ID
)
var fish_nodes: Dictionary = player_menu.get("_fish_nodes")
var fish_button := fish_nodes.get(fish_catch.catch_id) as Button
var reserved_button := fish_nodes.get(reserved_catch.catch_id) as Button
assert(fish_button != null and fish_button.visible)
assert(reserved_button != null and reserved_button.visible)
await _activate_focused_button(fish_button, ui_viewport)
var sell_button := player_menu.get("_sell_bubble") as Button
assert(sell_button.visible and not sell_button.disabled)
await _activate_focused_button(sell_button, ui_viewport)
await process_frame
var confirmation := player_menu.get("_sale_confirmation") as Control
var confirm_button := player_menu.get("_confirm_sale_button") as Button
assert(confirmation.visible)
assert(
confirmation.z_index
> cooler_outer_wall.z_index
)
_sale_result.clear()
await _activate_focused_button(confirm_button, ui_viewport)
await process_frame
assert(not _sale_result.is_empty() and bool(_sale_result[1]))
assert(not player.inventory.contains_catch_id(fish_catch.catch_id))
assert(player.wallet.get_balance() == balance_before + fish_catch.sale_value)
assert(not sale_service.is_local_sale_pending())
assert(reservations.release(reservation_id))
await _activate_focused_button(shop_tabs[0] as Button, ui_viewport)
await process_frame
assert(shop.visible and (shop.get_node("%ShopPanel") as Control).visible)
assert(not (shop.get_node("%ShopCoolerPage") as Control).visible)
assert(not player_menu.is_shop_cooler_mounted())
shop.close_shop()
await process_frame
func _assert_sale(
player: Player,
sale_service: NetworkSaleService,
catch_ids: Array[StringName],
expected_success: bool,
expect_request_id: bool = true,
buyer_id: StringName = NetworkSaleService.PELICAN_BUYER_ID,
) -> void:
var balance_before: int = player.wallet.get_balance()
_sale_result.clear()
var request_id: String = sale_service.request_local_sale(
catch_ids, buyer_id
)
assert((not request_id.is_empty()) == expect_request_id)
assert(not _sale_result.is_empty())
assert(bool(_sale_result[1]) == expected_success)
assert(not sale_service.is_local_sale_pending())
if expected_success:
assert(player.wallet.get_balance() > balance_before)
for catch_id: StringName in catch_ids:
assert(not player.inventory.contains_catch_id(catch_id))
else:
assert(player.wallet.get_balance() == balance_before)
for catch_id: StringName in catch_ids:
assert(player.inventory.contains_catch_id(catch_id))
func _make_catch(fish: FishData) -> FishCatch:
var fish_catch := FishCatchType.new()
fish_catch.fish = fish
fish_catch.fish_id = fish.id
fish_catch.weight_lb = fish.get_minimum_weight()
fish_catch.display_scale = fish.get_display_scale_for_weight(
fish_catch.weight_lb
)
fish_catch.sale_value = fish.get_sale_value_for_weight(
fish_catch.weight_lb
)
fish_catch.ensure_identity()
return fish_catch
func _on_sale_finished(
request_id: String,
accepted: bool,
message: String,
catch_ids: Array[StringName],
payout: int,
) -> void:
_sale_result = [request_id, accepted, message, catch_ids, payout]
func _on_shop_finished(
request_id: String,
accepted: bool,
message: String,
product_id: StringName,
category: int,
quantity: int,
total_cost: int,
) -> void:
_shop_result = [
request_id,
accepted,
message,
product_id,
category,
quantity,
total_cost,
]