extends SceneTree var _checks := 0 var _failures := 0 var _clock: Variant var _state: Variant var _runtime: Variant func _initialize() -> void: call_deferred("_run") func _run() -> void: print("S1: runtime world and construction integration") _reset_runtime() _test_world_bootstrap() _test_rank_expansion() _test_build_to_completion() _test_overlap_is_atomic() _test_mid_build_snapshot() _test_cancel_and_demolish() _cleanup() if _failures == 0: print("PASS: %d checks" % _checks) else: push_error("FAIL: %d of %d checks failed" % [_failures, _checks]) quit(_failures) func _reset_runtime() -> void: _cleanup() _clock = load("res://autoload/game_clock.gd").new() _state = load("res://autoload/game_state.gd").new() _runtime = load("res://autoload/simulation_runtime.gd").new() _clock.reset(1, 6, 0) _state.reset() _runtime.initialize(_clock, _state, 8080) _clock.set_paused(true) func _cleanup() -> void: if _runtime != null: _runtime.free() if _clock != null: _clock.free() if _state != null: _state.free() _runtime = null _clock = null _state = null func _test_world_bootstrap() -> void: var bounds: Dictionary = _runtime.world_service.get_bounds() _expect(bounds == {&"min_x": -12, &"max_x": 12, &"min_y": 0, &"max_y": 6}, "Rank 1 world uses canonical map bounds") _expect(_runtime.world_service.is_walkable(Vector3i(-12, 0, WorldService.LAYER_FRONT)), "starter FRONT boundary corridor is walkable") _expect(_runtime.world_service.is_support_anchor(Vector3i(0, 0, WorldService.LAYER_FRONT)), "starter boundary corridor is structurally anchored") _expect(_runtime.path_service.has_connector(&"starter.staff_door"), "starter staff door explicitly connects FRONT and BACK") func _test_rank_expansion() -> void: var reputation = _runtime.submit_command( &"update_progression_metrics", {&"metrics": {&"reputation": 25}}, &"player", &"", 100, -1, &"s1.rank.reputation" ) var capital = _runtime.submit_command( &"change_resources", {&"deltas": {&"gold": 5_000}}, &"player", &"", 100, -1, &"s1.rank.capital" ) _expect(reputation.is_success() and capital.is_success(), "Rank 2 eligibility facts are recorded before promotion") var result = _runtime.submit_command( &"set_world_tree_rank", {&"rank": 2}, &"player", &"", 100, -1, &"s1.rank.two" ) _expect(result.is_success() and _state.world_tree_rank == 2, "rank command expands progression exactly once") _expect(_runtime.world_service.get_bounds() == {&"min_x": -18, &"max_x": 18, &"min_y": -4, &"max_y": 10}, "Rank 2 uses canonical expanded bounds") _expect(_runtime.world_service.is_walkable(Vector3i(18, 0, WorldService.LAYER_FRONT)), "new boundary corridor cells become walkable") _expect(not _runtime.world_service.is_excavated(Vector3i(0, -1, WorldService.LAYER_FRONT)), "new underground cells remain unexcavated") var normalize_capital = _runtime.submit_command( &"change_resources", {&"deltas": {&"gold": -5_000}}, &"player", &"", 100, -1, &"s1.rank.capital.normalize" ) _expect(normalize_capital.is_success() and _state.get_resource(&"gold") == 5_000, "Rank fixture restores the construction budget") var rejected = _runtime.submit_command( &"set_world_tree_rank", {&"rank": 1}, &"player", &"", 100, -1, &"s1.rank.shrink" ) _expect(not rejected.is_success(), "world rank and bounds cannot shrink") func _test_build_to_completion() -> void: var result = _runtime.submit_command( &"build_facility", {&"definition_id": &"reception", &"origin": Vector3i(-6, 0, WorldService.LAYER_FRONT), &"rotation": 0}, &"player", &"", 50, -1, &"s1.build.reception" ) var build_label := "valid build command creates a construction job" if not result.is_success(): build_label += " (%s: %s; %s)" % [CommandResult.Code.keys()[result.code], result.message, result.details] _expect(result.is_success(), build_label) var job_id := StringName(result.details.get(&"job_id", &"")) var job = _runtime.construction_service.get_job(job_id) _expect(job != null and job.state == ConstructionJob.State.PLANNED, "new facility begins as PLANNED") _expect(_state.get_resource(&"gold") == 4500 and _state.get_resource(&"materials") == 42, "construction cost is paid once") _expect(not job_id.is_empty() and _runtime.world_service.get_occupant(Vector3i(-6, 0, 0)) == job_id, "construction job reserves its footprint") _expect(_runtime.latest_digest.length() == 64, "build command leaves a serializable runtime snapshot") if job == null: return _clock.advance_minutes(119) _expect(job.state == ConstructionJob.State.BUILDING and job.progress < ConstructionJob.MAX_PROGRESS, "job remains BUILDING before its final minute") _clock.advance_one_minute() _expect(job.state == ConstructionJob.State.COMPLETED, "job completes at its configured build time") var facilities: Array[Dictionary] = _runtime.construction_service.get_facilities() _expect(facilities.size() == 1, "completion creates one facility instance") var instance_id := StringName(facilities[0][&"instance_id"]) _expect(_runtime.world_service.get_occupant(Vector3i(-6, 0, 0)) == instance_id, "completion transfers world occupancy to the facility") var saw_completion := false for event in _runtime.domain_events.recent_events(): if event.event_type == &"FACILITY_COMPLETED" and instance_id in event.entity_ids: saw_completion = true _expect(saw_completion, "facility completion is published as a domain event") func _test_overlap_is_atomic() -> void: var before_resources: Dictionary = _state.create_snapshot() var before_job_count: int = _runtime.construction_service.get_jobs().size() var result = _runtime.submit_command( &"build_facility", {&"definition_id": &"reception", &"origin": [-6, 0, 0], &"rotation": 0}, &"player", &"", 50, -1, &"s1.build.overlap" ) _expect(not result.is_success(), "overlapping construction command is rejected") _expect(_state.create_snapshot() == before_resources, "rejected placement spends no resource") _expect(_runtime.construction_service.get_jobs().size() == before_job_count, "rejected placement creates no job") func _test_mid_build_snapshot() -> void: var result = _runtime.submit_command( &"build_facility", {&"definition_id": &"warehouse", &"origin": Vector3i(2, 0, WorldService.LAYER_BACK), &"rotation": 0}, &"player", &"", 40, -1, &"s1.build.warehouse" ) _expect(result.is_success(), "BACK-layer warehouse construction starts") var job_id := StringName(result.details[&"job_id"]) _clock.advance_minutes(90) var snapshot: Dictionary = _runtime.create_snapshot() var expected_digest := SimulationDigest.compute(snapshot) var expected_progress: int = _runtime.construction_service.get_job(job_id).progress _clock.advance_minutes(90) _expect(_runtime.construction_service.get_job(job_id).state == ConstructionJob.State.COMPLETED, "warehouse can complete after the snapshot") _expect(_runtime.restore_snapshot(snapshot), "mid-build world and construction snapshot restores") _expect(_runtime.latest_digest == expected_digest, "mid-build restore reproduces the exact digest") _expect(_runtime.construction_service.get_job(job_id).progress == expected_progress, "mid-build integer progress restores exactly") _clock.advance_minutes(90) _expect(_runtime.construction_service.get_job(job_id).state == ConstructionJob.State.COMPLETED, "restored build completes once") func _test_cancel_and_demolish() -> void: var materials_before_cancel: int = _state.get_resource(&"materials") var start = _runtime.submit_command( &"build_facility", {&"definition_id": &"cafeteria", &"origin": Vector3i(7, 0, WorldService.LAYER_FRONT), &"rotation": 90}, &"player", &"", 30, -1, &"s1.build.cancel_target" ) _expect(start.is_success(), "cancellable construction starts") var job_id := StringName(start.details[&"job_id"]) var cancel = _runtime.submit_command( &"cancel_construction", {&"job_id": job_id}, &"player", &"", 30, -1, &"s1.cancel.target" ) _expect(cancel.is_success(), "zero-progress construction cancels") _expect(_state.get_resource(&"materials") == materials_before_cancel, "zero-progress cancellation returns all materials") _expect(_runtime.world_service.get_entity_cells(job_id).is_empty(), "cancellation releases reserved world cells") var facilities: Array[Dictionary] = _runtime.construction_service.get_facilities() var reception_id := StringName(facilities[0][&"instance_id"]) var materials_before_demolition: int = _state.get_resource(&"materials") var demolition = _runtime.submit_command( &"demolish_facility", {&"instance_id": reception_id}, &"player", &"", 30, -1, &"s1.demolish.reception" ) _expect(demolition.is_success(), "completed facility can be demolished through a command") _expect(_state.get_resource(&"materials") == materials_before_demolition + 2, "demolition returns 25 percent of reception materials") _expect(_runtime.world_service.get_entity_cells(reception_id).is_empty(), "demolition releases facility occupancy") func _expect(condition: bool, label: String) -> void: _checks += 1 if condition: print(" ✓ %s" % label) return _failures += 1 push_error(" ✗ %s" % label)