extends SceneTree const ManaOutage = preload("res://tests/helpers/mana_outage.gd") var checks := 0 var failures := 0 var runtime: Variant var clock: Variant var state: Variant func expect(ok: bool, message: String) -> void: checks += 1 if not ok: failures += 1; push_error(message) func _initialize() -> void: call_deferred("run") func build(id: StringName, origin: Vector3i) -> bool: var result: CommandResult=runtime.submit_command(&"build_facility",{&"definition_id":id,&"origin":origin}) expect(result.is_success(),"normal build %s: %s" % [id,result.message]) if not result.is_success(): return false clock.advance_minutes(runtime.definition_registry.get_facility(id).build_minutes) return true func run() -> void: runtime=load("res://autoload/simulation_runtime.gd").new() clock=load("res://autoload/game_clock.gd").new();state=load("res://autoload/game_state.gd").new() clock.reset(1,6,0);state.reset();runtime.initialize(clock,state,42504);clock.set_paused(true) expect(runtime.enable_production_operations()[&"ok"],"production operations enable physical staff rest") var definition: FacilityDefinition=runtime.definition_registry.get_facility(&"staff_dormitory") expect(definition!=null and definition.footprint==Vector2i(2,1) and definition.layer==1 and definition.customer_capacity==0,"normal dormitory definition has original geometry and excludes customer use") if not build(&"warehouse",Vector3i(-6,0,1)) or not build(&"staff_dormitory",Vector3i(-6,2,1)) or not build(&"service_stairs",Vector3i(-7,1,1)) or not build(&"service_stairs",Vector3i(-7,2,1)): finish();return var registered: CommandResult=runtime.submit_command(&"register_staff",{&"staff_id":&"dorm_sleeper",&"role_id":&"porter",&"options":{&"health":20,&"fatigue":20,&"current_cell":Vector3i(5,0,0),&"state":StaffRuntime.State.OFF_DUTY}}) expect(registered.is_success(),"register off-duty worker on front corridor") var worker: StaffRuntime=runtime.staff_service.get_staff(&"dorm_sleeper") var room_id: StringName=&"" for room: FacilityInstance in runtime.facility_service.get_instances(): if room.definition_id==&"staff_dormitory": room_id=room.instance_id expect(runtime.path_service.find_path(Vector3i(5,0,0),Vector3i(-7,2,1)).is_empty(),"guest-access routing cannot enter dormitory via staff door and service stairs") var snapshot: Dictionary=runtime.create_snapshot() clock.advance_minutes(60) expect(runtime.get_staff_rest_report(worker.staff_id).get(&"resting",false) and worker.current_cell==Vector3i(-7,2,1),"off-duty worker physically crosses staff door and stairs to dormitory") expect(worker.health>20 and worker.fatigue<20,"staff recover only after reaching dormitory") expect(runtime.get_staff_rest_report(worker.staff_id)[&"label"]=="宿舎で休憩中","status identifies dormitory instead of waiting room") var arrived: Dictionary=runtime.create_snapshot() expect(runtime.restore_snapshot(snapshot),"restore pre-rest movement") clock.advance_minutes(60) expect(runtime.create_snapshot()==arrived,"staff movement and recovery replay exactly") worker=runtime.staff_service.get_staff(&"dorm_sleeper") var health:=worker.health ManaOutage.hold(runtime, state);clock.advance_minutes(30) expect(worker.health==health and not runtime.get_staff_rest_report(worker.staff_id).get(&"resting",false),"unpowered dormitory stops recovery") expect(runtime.restore_snapshot(runtime.create_snapshot()),"stopped dormitory and staff position restore") worker=runtime.staff_service.get_staff(&"dorm_sleeper") ManaOutage.release(runtime, state);clock.advance_minutes(40) expect(worker.health>health,"power recovery resumes rest") runtime.facility_service.set_operational_status(room_id,{&"operator_open":false},clock.absolute_minute) health=worker.health;clock.advance_minutes(30) expect(worker.health==health,"closed dormitory cannot restore health") expect(runtime.restore_snapshot(runtime.create_snapshot()),"closed dormitory remains saveable") finish() func finish() -> void: runtime.free();clock.free();state.free() print("Staff dormitory: %d checks, %d failures" % [checks,failures]);quit(failures)