Refine world setup copy and validation fixtures
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parent
3d34ed0bee
commit
4731bfae61
4 changed files with 63 additions and 9 deletions
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@ -2,6 +2,7 @@ extends SceneTree
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const MainScene = preload("res://main/main.tscn")
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const FishingSpotType = preload("res://fishing/fishing_spot.gd")
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const TEST_SEED: int = 864209
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func _initialize() -> void:
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@ -22,9 +23,23 @@ func _run() -> void:
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func _run_host() -> void:
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var main: Node = await _create_initialized_main()
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assert(bool(main.call(
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"_apply_world",
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WorldLayout.STARTER_ISLAND,
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TEST_SEED,
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true,
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)))
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assert(bool(main.call(
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"_prepare_host_world",
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WorldLayout.STARTER_ISLAND,
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TEST_SEED,
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)))
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assert(bool(main.call("_prepare_private_host")))
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var save_manager := main.get("_save_manager") as PlayerSaveManager
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assert(save_manager.initialize_new_game())
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assert(save_manager.initialize_new_game(
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TEST_SEED,
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WorldLayout.STARTER_ISLAND,
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))
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main.call("_enter_gameplay")
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var session := main.get_node("%NetworkSession") as NetworkSession
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assert(session.set_host_open(true))
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@ -217,7 +232,9 @@ func _run_client() -> void:
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int(player.get("_fishing_visual_phase"))
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== Player.FishingVisualPhase.CASTING
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)
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for _frame: int in 30:
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# Keep the transient pull-back pose visible long enough for the separate host
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# process to observe it even when a cold validation run is CPU-bound.
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for _frame: int in 120:
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await physics_frame
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player.set_fishing_visual(false)
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player.call("_set_sitting", true, true)
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