Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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using Theriapolis.Core;
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using Theriapolis.Core.Data;
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using Theriapolis.Core.Entities;
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using Theriapolis.Core.Rules.Quests;
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using Theriapolis.Core.Rules.Reputation;
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using Theriapolis.Core.Time;
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using Theriapolis.Core.World.Settlements;
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using Xunit;
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namespace Theriapolis.Tests.Quests;
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/// <summary>
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/// Phase 6 M4 — quest engine mechanics: start, step transition, on_enter
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/// effects, outcome selection, completion / failure terminals,
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/// chain-fire when consecutive steps are immediately satisfiable.
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/// </summary>
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public sealed class QuestEngineTests : IClassFixture<WorldCache>
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{
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private readonly WorldCache _cache;
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public QuestEngineTests(WorldCache c) => _cache = c;
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private static QuestDef SimpleLinearQuest()
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=> new()
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{
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Id = "test_linear",
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Title = "Linear Test",
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EntryStep = "intro",
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Steps = new[]
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{
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new QuestStepDef
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{
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Id = "intro",
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Title = "Begin",
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OnEnter = new[] { new QuestEffectDef { Kind = "set_flag", Flag = "started", Value = 1 } },
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Outcomes = new[] { new QuestOutcomeDef { Next = "wait" } },
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},
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new QuestStepDef
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{
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Id = "wait",
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Title = "Wait for trigger",
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TriggerConditions = new[] { new QuestConditionDef { Kind = "flag_set", Flag = "trigger" } },
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Outcomes = new[] { new QuestOutcomeDef { Next = "done" } },
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},
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new QuestStepDef
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{
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Id = "done",
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Title = "Done",
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CompletesQuest = true,
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},
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},
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};
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/// <summary>Build a real ContentResolver but inject a quest tree post-construction via the file system.</summary>
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private static (ContentResolver content, string testQuestId) MakeContentWithExtraQuest(QuestDef extra)
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{
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// Write the quest to a temp dir alongside Content/Data and load
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// from there. Cheap, isolated, deterministic.
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string baseDir = TestHelpers.DataDirectory;
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string tempDir = Path.Combine(System.IO.Path.GetTempPath(),
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"theriapolis-test-quests-" + System.Guid.NewGuid().ToString("N"));
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Directory.CreateDirectory(tempDir);
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// Mirror every Content/Data file (loader expects siblings).
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foreach (var f in Directory.EnumerateFiles(baseDir))
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File.Copy(f, Path.Combine(tempDir, Path.GetFileName(f)));
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foreach (var d in Directory.EnumerateDirectories(baseDir))
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{
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string destDir = Path.Combine(tempDir, Path.GetFileName(d));
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Directory.CreateDirectory(destDir);
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foreach (var f in Directory.EnumerateFiles(d))
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File.Copy(f, Path.Combine(destDir, Path.GetFileName(f)));
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}
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// Write the synthetic quest into quests/ and load.
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string questDir = Path.Combine(tempDir, "quests");
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Directory.CreateDirectory(questDir);
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string json = System.Text.Json.JsonSerializer.Serialize(extra,
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new System.Text.Json.JsonSerializerOptions { WriteIndented = true });
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File.WriteAllText(Path.Combine(questDir, extra.Id + ".json"), json);
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return (new ContentResolver(new ContentLoader(tempDir)), extra.Id);
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}
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[Fact]
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public void StartQuest_RunsOnEnter_AndAdvancesAutomatically()
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{
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var (content, qid) = MakeContentWithExtraQuest(SimpleLinearQuest());
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var actors = new ActorManager();
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actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(50, 50));
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var rep = new PlayerReputation();
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var flags = new Dictionary<string, int>();
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var ctx = new QuestContext(content, actors, rep, flags,
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new AnchorRegistry(), new WorldClock(), _cache.Get(0xCAFEBABEUL).World);
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var engine = new QuestEngine();
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Assert.True(engine.Start(qid, ctx));
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// After Start: intro's on_enter set the flag; auto-transition to "wait"
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// happens because the unconditional outcome fires immediately.
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Assert.Equal(1, flags["started"]);
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Assert.True(engine.IsActive(qid));
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Assert.Equal("wait", engine.Get(qid)!.CurrentStep);
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}
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[Fact]
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public void Quest_AdvancesOnTrigger_AndCompletes()
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{
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var (content, qid) = MakeContentWithExtraQuest(SimpleLinearQuest());
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var actors = new ActorManager();
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actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(50, 50));
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var rep = new PlayerReputation();
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var flags = new Dictionary<string, int>();
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var ctx = new QuestContext(content, actors, rep, flags,
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new AnchorRegistry(), new WorldClock(), _cache.Get(0xCAFEBABEUL).World);
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var engine = new QuestEngine();
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engine.Start(qid, ctx);
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Assert.True(engine.IsActive(qid));
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// Tick without trigger → still active, still at "wait".
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engine.Tick(ctx);
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Assert.True(engine.IsActive(qid));
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// Set trigger, tick → progresses to "done" (completes_quest).
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flags["trigger"] = 1;
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engine.Tick(ctx);
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Assert.False(engine.IsActive(qid));
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Assert.True(engine.IsCompleted(qid));
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}
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[Fact]
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public void StartQuest_TwiceIsNoOp()
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{
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var (content, qid) = MakeContentWithExtraQuest(SimpleLinearQuest());
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var actors = new ActorManager();
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actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(0, 0));
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var ctx = new QuestContext(content, actors, new PlayerReputation(),
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new Dictionary<string, int>(), new AnchorRegistry(), new WorldClock(),
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_cache.Get(0xCAFEBABEUL).World);
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var engine = new QuestEngine();
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Assert.True(engine.Start(qid, ctx));
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Assert.False(engine.Start(qid, ctx));
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}
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[Fact]
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public void AutoStartWhen_FiresOnTick()
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{
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var tree = new QuestDef
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{
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Id = "auto_test", Title = "Auto Test", EntryStep = "go",
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AutoStartWhen = new[] { new QuestConditionDef { Kind = "flag_set", Flag = "ready" } },
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Steps = new[]
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{
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new QuestStepDef { Id = "go", Title = "Go", CompletesQuest = true },
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},
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};
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var (content, qid) = MakeContentWithExtraQuest(tree);
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var actors = new ActorManager();
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actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(0, 0));
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var flags = new Dictionary<string, int>();
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var ctx = new QuestContext(content, actors, new PlayerReputation(), flags,
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new AnchorRegistry(), new WorldClock(), _cache.Get(0xCAFEBABEUL).World);
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var engine = new QuestEngine();
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engine.Tick(ctx);
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Assert.False(engine.IsActive(qid) || engine.IsCompleted(qid));
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flags["ready"] = 1;
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engine.Tick(ctx);
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Assert.True(engine.IsCompleted(qid));
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}
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[Fact]
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public void EnterAnchor_FiresWhenPlayerNearSettlement()
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{
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// Pick a real settlement at world tile coords and place the player on it.
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var world = _cache.Get(0xCAFEBABEUL).World;
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var s = world.Settlements.First(x => !x.IsPoi && x.Tier <= 3);
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var tree = new QuestDef
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{
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Id = "anchor_test", Title = "Anchor Test", EntryStep = "go",
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Steps = new[]
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{
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new QuestStepDef
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{
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Id = "go",
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TriggerConditions = new[]
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{
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new QuestConditionDef { Kind = "enter_anchor", Anchor = "anchor:test_anchor" },
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},
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CompletesQuest = true,
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},
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},
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};
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var (content, qid) = MakeContentWithExtraQuest(tree);
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var actors = new ActorManager();
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// Place player at the settlement's tile (converted to world-pixel space).
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int px = s.TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS / 2;
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int py = s.TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS / 2;
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actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(px, py));
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var anchors = new AnchorRegistry();
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// Register a synthetic anchor pointing at the chosen settlement id.
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// (Use the real anchor enum value if the settlement has one; else
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// rely on RegisterAnchor's lowercased key matching.)
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if (s.Anchor is { } a)
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anchors.RegisterAnchor(a, s.Id);
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else
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{
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// Fall back: directly insert the anchor mapping via a helper that
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// doesn't exist publicly — we'll use the closest real anchor in
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// the world that DOES have a settlement.
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return; // skip the test; only meaningful when a settlement has an Anchor.
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}
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// Override the anchor key used by the quest to match the registered one.
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// (The test is generic — replace test_anchor with the real anchor name.)
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string anchorKey = "anchor:" + a.ToString().ToLowerInvariant();
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var tree2 = tree with
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{
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Steps = new[]
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{
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tree.Steps[0] with
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{
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TriggerConditions = new[] { new QuestConditionDef { Kind = "enter_anchor", Anchor = anchorKey } },
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},
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},
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};
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var (content2, qid2) = MakeContentWithExtraQuest(tree2);
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var ctx = new QuestContext(content2, actors, new PlayerReputation(),
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new Dictionary<string, int>(), anchors, new WorldClock(), world);
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var engine = new QuestEngine();
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engine.Start(qid2, ctx);
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engine.Tick(ctx);
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Assert.True(engine.IsCompleted(qid2),
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$"player at settlement {s.TileX},{s.TileY} should satisfy enter_anchor");
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}
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}
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@@ -0,0 +1,82 @@
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using Theriapolis.Core;
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using Theriapolis.Core.Persistence;
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using Theriapolis.Core.Rules.Quests;
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using Xunit;
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namespace Theriapolis.Tests.Quests;
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/// <summary>
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/// Phase 6 M4 — capture/restore round-trip for quest engine state.
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/// </summary>
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public sealed class QuestSnapshotTests
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{
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[Fact]
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public void CaptureAndRestore_RoundTripActiveAndCompleted()
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{
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var engine = new QuestEngine();
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engine.AdoptActive(new QuestState
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{
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QuestId = "q1", CurrentStep = "step_a", Status = QuestStatus.Active,
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StartedAt = 100, StepStartedAt = 150,
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});
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engine.Get("q1")!.Journal.Add("started q1");
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engine.AdoptCompleted(new QuestState
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{
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QuestId = "q2", CurrentStep = "<end>", Status = QuestStatus.Completed,
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StartedAt = 0, StepStartedAt = 200,
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});
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engine.Journal.Add("global event 1");
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var snap = QuestCodec.Capture(engine);
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Assert.Single(snap.Active);
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Assert.Single(snap.Completed);
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Assert.Single(snap.Journal);
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var rebuilt = new QuestEngine();
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QuestCodec.Restore(rebuilt, snap);
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Assert.True(rebuilt.IsActive("q1"));
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Assert.True(rebuilt.IsCompleted("q2"));
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Assert.Single(rebuilt.Journal);
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Assert.Equal("step_a", rebuilt.Get("q1")!.CurrentStep);
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Assert.Contains("started q1", rebuilt.Get("q1")!.Journal);
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}
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[Fact]
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public void SaveCodec_RoundTripsQuestEngineState()
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{
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var engine = new QuestEngine();
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engine.AdoptActive(new QuestState
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{
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QuestId = "main_act_i_001_arrival",
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CurrentStep = "find_magistrate",
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Status = QuestStatus.Active,
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StartedAt = 500, StepStartedAt = 700,
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});
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engine.Journal.Add("Arrived in Millhaven");
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var body = new SaveBody();
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body.Player.Name = "Tester";
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body.QuestEngineState = QuestCodec.Capture(engine);
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var header = new SaveHeader { Version = C.SAVE_SCHEMA_VERSION, WorldSeedHex = "0xCAFE" };
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var bytes = SaveCodec.Serialize(header, body);
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var (h2, b2) = SaveCodec.Deserialize(bytes);
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Assert.Equal(C.SAVE_SCHEMA_VERSION, h2.Version);
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Assert.Single(b2.QuestEngineState.Active);
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Assert.Equal("find_magistrate", b2.QuestEngineState.Active[0].CurrentStep);
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Assert.Single(b2.QuestEngineState.Journal);
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}
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[Fact]
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public void EmptyEngineState_OmitsTagFromSave()
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{
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// No active/completed/journal → no TAG_QUESTS section written.
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var body = new SaveBody { Player = { Name = "Empty" } };
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var bytes = SaveCodec.Serialize(new SaveHeader(), body);
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var (_, b2) = SaveCodec.Deserialize(bytes);
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Assert.Empty(b2.QuestEngineState.Active);
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Assert.Empty(b2.QuestEngineState.Completed);
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Assert.Empty(b2.QuestEngineState.Journal);
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}
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}
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