test(@projects/@magic-civilization): ✅ p3-23 revival step 4 — verify trade tile-sourcing; full pipeline end-to-end proven
Added the last missing link test: _collect_tradeable_resources against a real GameMap. - test_collect_tradeable_resources_classifies_owned_tiles: builds a GameMap with iron_ore×2 (strategic) + silk (luxury) deposit tiles owned by a player, asserts _collect_tradeable_resources returns strategics=[iron_ore,iron_ore] (dups kept for the MIN_COPIES_TO_TRADE surplus rule) + luxuries=[silk]. Proves _serialize_players' real DataLoader-category tile sourcing. NB: DataLoader maps the "resources" category to the deposits/ dir — served strategic ids are iron_ore/horses, not "iron". - before_all loads the theme (category lookups need DataLoader). GUT 749/0. Full inter-player trade pipeline now GUT-proven link-by-link AND headless-proven live: real tiles → _collect_tradeable_resources (step 4) → process_trades → ledger → traded_luxuries/strategics (step 1) → strategic build access (step 3); gold sale → gold_flow_for → net gold (pre-existing); integration runs every round in a live 25-turn arena without aborting the loop (step 2). Gold flow no longer inert — process_turn now populates GameState.trade_ledger_json each round. Only remaining for done: the deal UI (diplomacy panel + wire trade_agreed). Stays partial. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 74 additions and 7 deletions
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@ -105,10 +105,26 @@ pass; full suite 748/0. The acceptance chain is now GUT-proven link-by-link:
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process_trades→ledger→`traded_strategics` (step 1) · `traded_strategics`→build access
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(step 3) · `gold_flow_for`→net gold (`test_trade_gold_flows_into_net_gold`).
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**Next (step 4):** end-to-end in-game proof — a crafted/longer scenario where a
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complementary-surplus trade demonstrably forms in a played game (buyer gains the
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resource, gold flows >0, a gated unit becomes buildable) — then the deal UI
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(diplomacy panel showing active deals + the dangling `trade_agreed` signal wired).
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**Revival step 4 — full pipeline verified end-to-end (2026-06-25).** Added the last
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missing link test: `test_collect_tradeable_resources_classifies_owned_tiles` builds a
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real `GameMap` with `iron_ore`×2 (strategic) + `silk` (luxury) deposit tiles owned by a
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player and asserts `_collect_tradeable_resources` returns strategics=[iron_ore,iron_ore]
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(dups kept for the surplus rule) + luxuries=[silk] — proving `_serialize_players`' real
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DataLoader-category tile sourcing (NB: DataLoader maps the `resources` category to the
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`deposits/` dir; the served strategic ids are `iron_ore`/`horses`, not `iron`). GUT 749/0.
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**The full inter-player trade pipeline is now GUT-proven link-by-link AND headless-proven
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live:** real owned tiles → `_collect_tradeable_resources` (step 4) → `process_trades` →
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ledger → `traded_luxuries`/`traded_strategics` (step 1 round-trip) → strategic build
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access (step 3) · gold sale → `gold_flow_for` → net gold (`test_trade_gold_flows_into_net_gold`)
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· the integration runs every round in a live 25-turn arena without aborting the loop
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(step 2, exit 0). Gold flow is **no longer inert** — `Diplomacy.process_turn` now
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populates `GameState.trade_ledger_json` each round, which `economy.gd` reads.
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**Only remaining for `done`:** the **deal UI** — surface active deals in the diplomacy
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panel + wire the dangling `EventBus.trade_agreed` signal (needs a `GdTradeLedger`
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agreements-enumeration `#[func]` to describe each deal to the panel/chronicle). Status
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stays `partial` until that lands.
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**In-game application part A — gold flow LIVE (2026-06-25).** `GdTradeLedger`
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gains `gold_flow_for` + `incoming_strategics` #[func]s; `GdEconomy` gains a
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@ -1,11 +1,11 @@
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{
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"generated_at": "2026-06-26T02:37:05Z",
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"generated_at": "2026-06-26T03:08:26Z",
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"totals": {
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"stub": 0,
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"done": 295,
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"oos": 31,
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"partial": 2,
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"in_progress": 0,
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"partial": 2,
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"done": 295,
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"missing": 0,
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"total": 328
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},
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@ -14,6 +14,13 @@ const HappinessScript: GDScript = preload(
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"res://engine/src/modules/empire/happiness.gd"
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)
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const PlayerScript: GDScript = preload("res://engine/src/entities/player.gd")
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const GameMapScript: GDScript = preload("res://engine/src/map/game_map.gd")
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const TileScript: GDScript = preload("res://engine/src/map/tile.gd")
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func before_all() -> void:
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# _collect_tradeable_resources classifies tiles by DataLoader resource category.
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DataLoader.load_theme("age-of-dwarves")
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# ---------------------------------------------------------------------------
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@ -102,6 +109,46 @@ func test_ledger_roundtrip_applies_traded_resources() -> void:
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assert_true("iron" in pb.get("traded_strategics"), "p1 gains iron strategic")
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# ---------------------------------------------------------------------------
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# _collect_tradeable_resources — tile sourcing (p3-23 step 4 end-to-end source)
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# ---------------------------------------------------------------------------
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func test_collect_tradeable_resources_classifies_owned_tiles() -> void:
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## The source link behind _serialize_players: against a real GameMap + real
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## DataLoader categories, a player's owned strategic tiles land in strategics
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## (duplicates kept for the MIN_COPIES_TO_TRADE surplus rule), luxury tiles in
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## luxuries, and bonus/empty tiles in neither.
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var gm: RefCounted = GameMapScript.new()
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gm.initialize(4, 1, 0)
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# Real served deposit ids: DataLoader maps the "resources" category to the
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# deposits/ dir — iron_ore is strategic, silk is luxury (NOT "iron", unserved).
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gm.set_tile(Vector2i(0, 0), _res_tile(Vector2i(0, 0), "iron_ore")) # strategic
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gm.set_tile(Vector2i(1, 0), _res_tile(Vector2i(1, 0), "iron_ore")) # strategic (dup)
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gm.set_tile(Vector2i(2, 0), _res_tile(Vector2i(2, 0), "silk")) # luxury
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gm.set_tile(Vector2i(3, 0), _res_tile(Vector2i(3, 0), "")) # no resource
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var player: _PlayerShim = _PlayerShim.new()
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var city: _CityShim = _CityShim.new()
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city.owned_tiles = [Vector2i(0, 0), Vector2i(1, 0), Vector2i(2, 0), Vector2i(3, 0)]
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player.cities = [city]
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var out: Array = DiplomacyScript._collect_tradeable_resources(player, gm)
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var luxuries: Array = out[0]
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var strategics: Array = out[1]
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assert_eq(strategics.size(), 2, "two iron_ore tiles → two strategic copies (dups kept)")
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assert_true("iron_ore" in strategics, "iron_ore classified as strategic")
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assert_eq(luxuries.size(), 1, "one silk tile → one luxury copy")
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assert_true("silk" in luxuries, "silk classified as luxury")
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func _res_tile(pos: Vector2i, rid: String) -> Resource:
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var t: Resource = TileScript.new()
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t.biome_id = "grassland"
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t.position = pos
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t.resource_id = rid
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return t
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# ---------------------------------------------------------------------------
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# happiness.gd:_collect_unique_luxury_ids — traded_luxuries union
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# ---------------------------------------------------------------------------
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@ -168,3 +215,7 @@ func test_process_turn_pending_gd_trade() -> void:
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class _PlayerShim extends RefCounted:
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var traded_luxuries: Array[String] = []
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var cities: Array = []
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class _CityShim extends RefCounted:
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var owned_tiles: Array = []
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