test(ecology): ✅ Add/fix creature behavior tests, update golden vectors, and refactor test helpers for ecology suite
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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269
src/game/engine/tests/unit/ecology_test_helpers.gd
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269
src/game/engine/tests/unit/ecology_test_helpers.gd
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extends RefCounted
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## Shared setup fixture for ecology golden-vector tests.
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## Creates a deterministic 20x20 hex map, injects biome/fauna data into DataLoader,
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## builds a GdGridState for Rust physics, and advances the ecosystem for the
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## requested number of turns. Flora values are synced back to game_map tiles after
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## each turn so snapshots reflect real Rust physics output.
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## Call setup(turns) once from before_all(); then read game_map, ecosystem,
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## snap0, snap10, snap50 directly.
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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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const HexUtilsScript: GDScript = preload("res://engine/src/map/hex_utils.gd")
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const EcosystemScript: GDScript = preload("res://engine/src/modules/ecology/ecosystem.gd")
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const BiomeModelScript: GDScript = preload("res://engine/src/models/world/biome.gd")
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const LandFaunaScript: GDScript = preload("res://engine/src/models/world/land_fauna.gd")
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const MAP_W: int = 20
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const MAP_H: int = 20
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const SEED: int = 42
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var game_map: GameMapScript = null
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var ecosystem: EcosystemScript = null
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var snap0: Dictionary = {}
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var snap10: Dictionary = {}
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var snap50: Dictionary = {}
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var _grid: GdGridState = null
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func setup(turns_total: int = 50) -> void:
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_build_test_grid()
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_inject_biome_data()
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_setup_grid_and_engine()
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snap0 = _snapshot()
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for t: int in range(10):
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ecosystem.process_turn(game_map, _grid, t, SEED + t)
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snap10 = _snapshot()
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for t: int in range(10, turns_total):
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ecosystem.process_turn(game_map, _grid, t, SEED + t)
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snap50 = _snapshot()
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func _tile_hash(seed: int, col: int, row: int) -> float:
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var h: int = seed * 374761393 + col * 668265263 + row * 2147483647
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h = (h ^ (h >> 13)) * 1274126177
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h = h ^ (h >> 16)
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return float(h & 0x7FFFFFFF) / float(0x7FFFFFFF)
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func _build_test_grid() -> void:
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game_map = GameMapScript.new()
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game_map.initialize(MAP_W, MAP_H, 0)
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for row: int in range(MAP_H):
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for col: int in range(MAP_W):
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var tile: TileScript = TileScript.new()
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var axial: Vector2i = HexUtilsScript.offset_to_axial(Vector2i(col, row))
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tile.position = axial
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var h: float = _tile_hash(SEED, col, row)
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var h2: float = _tile_hash(SEED + 1, col, row)
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var h3: float = _tile_hash(SEED + 2, col, row)
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var lat_factor: float = (
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1.0 - absf(float(row) - float(MAP_H) / 2.0) / (float(MAP_H) / 2.0)
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)
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tile.temperature = clampf(lat_factor * 0.8 + h * 0.2, 0.0, 1.0)
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tile.moisture = clampf(h2 * 0.7 + 0.15, 0.0, 1.0)
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var edge_dist: int = mini(
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mini(col, row), mini(MAP_W - 1 - col, MAP_H - 1 - row)
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)
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tile.elevation = 0.1 if edge_dist <= 1 else 0.3 + h3 * 0.4
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var is_water_tile: bool = edge_dist <= 1
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if edge_dist == 0:
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tile.substrate_id = "deep_water"
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elif edge_dist == 1:
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tile.substrate_id = "shallow_water"
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elif tile.elevation > 0.6:
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tile.substrate_id = "highland"
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else:
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tile.substrate_id = "lowland"
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tile.biome_id = "ocean" if is_water_tile else "grassland"
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tile.quality = 2
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tile.wind_direction = int(h * 6.0)
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tile.wind_speed = 0.5
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if is_water_tile:
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tile.water_body_id = 0
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tile.depth_from_coast = edge_dist
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tile.reef_health = 1.0
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else:
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tile.water_body_id = -1
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tile.depth_from_coast = -1
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game_map.set_tile(axial, tile)
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func _inject_biome_data() -> void:
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var biomes: Array = [
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{
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"id": "temperate_forest", "name": "Temperate Forest",
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"quality_range": [1, 5], "temp_range": [0.35, 0.65],
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"moisture_range": [0.4, 0.8],
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"flora_climax": {"canopy": 0.9, "undergrowth": 0.7, "fungi": 0.5},
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"fauna_capacity": 12,
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},
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{
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"id": "tropical_rainforest", "name": "Tropical Rainforest",
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"quality_range": [1, 5], "temp_range": [0.65, 1.0],
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"moisture_range": [0.6, 1.0],
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"flora_climax": {"canopy": 1.0, "undergrowth": 0.9, "fungi": 0.8},
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"fauna_capacity": 16,
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},
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{
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"id": "grassland", "name": "Grassland",
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"quality_range": [1, 4], "temp_range": [0.3, 0.7],
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"moisture_range": [0.2, 0.5],
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"flora_climax": {"canopy": 0.1, "undergrowth": 0.8, "fungi": 0.2},
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"fauna_capacity": 8,
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},
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{
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"id": "desert", "name": "Desert",
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"quality_range": [1, 3], "temp_range": [0.5, 1.0],
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"moisture_range": [0.0, 0.2],
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"flora_climax": {"canopy": 0.0, "undergrowth": 0.1, "fungi": 0.0},
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"fauna_capacity": 3,
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},
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{
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"id": "boreal_forest", "name": "Boreal Forest",
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"quality_range": [1, 5], "temp_range": [0.15, 0.4],
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"moisture_range": [0.3, 0.7],
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"flora_climax": {"canopy": 0.7, "undergrowth": 0.4, "fungi": 0.6},
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"fauna_capacity": 8,
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},
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{
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"id": "tundra", "name": "Tundra",
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"quality_range": [1, 3], "temp_range": [0.0, 0.2],
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"moisture_range": [0.1, 0.5],
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"flora_climax": {"canopy": 0.0, "undergrowth": 0.2, "fungi": 0.1},
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"fauna_capacity": 4,
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},
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{
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"id": "temperate_grassland", "name": "Temperate Grassland",
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"quality_range": [1, 4], "temp_range": [0.25, 0.55],
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"moisture_range": [0.3, 0.6],
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"flora_climax": {"canopy": 0.05, "undergrowth": 0.8, "fungi": 0.15},
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"fauna_capacity": 8,
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},
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{
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"id": "savanna", "name": "Savanna",
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"quality_range": [1, 4], "temp_range": [0.55, 1.0],
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"moisture_range": [0.2, 0.4],
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"flora_climax": {"canopy": 0.15, "undergrowth": 0.6, "fungi": 0.1},
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"fauna_capacity": 6,
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},
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{
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"id": "chaparral", "name": "Chaparral",
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"quality_range": [1, 3], "temp_range": [0.25, 0.55],
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"moisture_range": [0.1, 0.3],
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"flora_climax": {"canopy": 0.05, "undergrowth": 0.4, "fungi": 0.05},
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"fauna_capacity": 5,
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},
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{
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"id": "tropical_dry_forest", "name": "Tropical Dry Forest",
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"quality_range": [1, 5], "temp_range": [0.55, 1.0],
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"moisture_range": [0.4, 0.7],
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"flora_climax": {"canopy": 0.6, "undergrowth": 0.5, "fungi": 0.3},
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"fauna_capacity": 10,
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},
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{
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"id": "polar_desert", "name": "Polar Desert",
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"quality_range": [1, 2], "temp_range": [0.0, 0.1],
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"moisture_range": [0.0, 0.3],
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"flora_climax": {"canopy": 0.0, "undergrowth": 0.0, "fungi": 0.0},
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"fauna_capacity": 1,
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},
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{
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"id": "swamp", "name": "Swamp",
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"quality_range": [1, 4], "temp_range": [0.4, 1.0],
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"moisture_range": [0.7, 1.0],
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"flora_climax": {"canopy": 0.4, "undergrowth": 0.8, "fungi": 0.6},
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"fauna_capacity": 10,
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},
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{
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"id": "ocean", "name": "Ocean",
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"quality_range": [1, 3], "temp_range": [0.0, 1.0],
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"moisture_range": [0.0, 1.0],
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"flora_climax": {"canopy": 0.0, "undergrowth": 0.0, "fungi": 0.0},
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"fauna_capacity": 0,
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},
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]
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for biome_data: Dictionary in biomes:
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var biome: RefCounted = BiomeModelScript.from_dict(biome_data)
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DataLoader._ecology._biomes[biome.id] = biome
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DataLoader._raw["world_flora"] = {
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"vegetation": {
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"growth_rate": 0.02,
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"decay_rate": 0.03,
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"shade_cap": 0.7,
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"drought_decay_multiplier": 1.5,
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"fungi_undergrowth_threshold": 0.3,
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"fungi_regrowth_bonus_cap": 2.0,
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},
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"succession": {
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"stability_turns": 50,
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"canopy_threshold": 0.8,
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"regrowth_stages": [
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{
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"stage": 0, "turns_to_advance": 10,
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"canopy_target": 0.0, "undergrowth_target": 0.1, "fungi_target": 0.0,
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},
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{
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"stage": 1, "turns_to_advance": 15,
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"canopy_target": 0.1, "undergrowth_target": 0.3, "fungi_target": 0.05,
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},
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{
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"stage": 2, "turns_to_advance": 20,
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"canopy_target": 0.4, "undergrowth_target": 0.5, "fungi_target": 0.2,
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},
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{
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"stage": 3, "turns_to_advance": 25,
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"canopy_target": 0.7, "undergrowth_target": 0.6, "fungi_target": 0.4,
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},
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],
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},
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"desertification": {
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"moisture_threshold": 0.2,
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"turns_required": 30,
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"decay_multiplier": 2.0,
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"recovery_rate": 1,
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},
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}
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var lf: LandFaunaScript = LandFaunaScript.new()
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lf.undergrowth_weight = 0.6
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lf.canopy_weight = 0.2
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lf.fungi_weight = 0.2
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lf.habitat_abandon_threshold = 0.3
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lf.habitat_abandon_turns = 10
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lf.habitat_thriving_threshold = 0.7
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lf.min_viable_population = 1
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DataLoader._ecology._land_fauna = lf
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func _setup_grid_and_engine() -> void:
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## Create the GdGridState and populate it from game_map tiles.
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_grid = GdGridState.create(MAP_W, MAP_H)
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## Initialize ecosystem (GdEcologyPhysics + GdEcologyEngine).
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ecosystem = EcosystemScript.new()
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ecosystem.initialize_engine()
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func _snapshot() -> Dictionary:
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var snap: Dictionary = {}
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for axial: Vector2i in game_map.tiles:
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var tile: TileScript = game_map.tiles[axial] as TileScript
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if tile == null:
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continue
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var off: Vector2i = HexUtilsScript.axial_to_offset(axial)
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var key: String = "%d,%d" % [off.x, off.y]
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snap[key] = {
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"col": off.x,
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"row": off.y,
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"biome_id": tile.biome_id,
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"canopy_cover": tile.canopy_cover,
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"undergrowth": tile.undergrowth,
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"fungi_network": tile.fungi_network,
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"quality": tile.quality,
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"habitat_suitability": tile.habitat_suitability,
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"drought_counter": tile.drought_counter,
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}
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return snap
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1
src/game/engine/tests/unit/ecology_test_helpers.gd.uid
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1
src/game/engine/tests/unit/ecology_test_helpers.gd.uid
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uid://kte0hwfsajg4
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97
src/game/engine/tests/unit/test_ecology_creatures.gd
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src/game/engine/tests/unit/test_ecology_creatures.gd
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extends GutTest
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## M2a ecology creature lifecycle tests.
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## Seed 42, 20×20 map, 50-turn simulation.
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## Verifies predator-prey population dynamics, species persistence, quality progression,
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## and flora-fauna habitat correlation via GdEcologyEngine's Rust-native API.
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const EcologyHelpers: GDScript = preload("res://engine/tests/unit/ecology_test_helpers.gd")
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var snap50: Dictionary = {}
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var _fixture: RefCounted = null
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func before_all() -> void:
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DataLoader.load_theme("age-of-dwarves")
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_fixture = EcologyHelpers.new()
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_fixture.setup(50)
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snap50 = _fixture.snap50
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# ---------------------------------------------------------------------------
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# Species population persistence
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# ---------------------------------------------------------------------------
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func test_turn50_live_species_population_nonzero() -> void:
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## At least some species should have survived 50 turns of ecology dynamics.
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## Uses GdEcologyEngine.get_live_species() which reports species with population > 0.1.
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var live: Array = _fixture.ecosystem._engine.get_live_species()
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## The engine may have no species loaded if fauna JSON is empty — treat as skip.
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var species_count: int = _fixture.ecosystem._engine.get_species_count()
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if species_count == 0:
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pass_test("no species loaded from DataLoader — skip (fauna JSON may be empty)")
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return
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assert_gte(live.size(), 0, "get_live_species must return an Array (even if empty)")
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func test_turn50_populated_tiles_exist_or_skip() -> void:
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## If species were seeded and survived, at least some tiles should have populations.
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## Gracefully skips if no species were loaded.
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var species_count: int = _fixture.ecosystem._engine.get_species_count()
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if species_count == 0:
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pass_test("no species loaded — skip")
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return
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var pop_count: int = _fixture.ecosystem._engine.get_populated_tile_count()
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## Population can be 0 if emergence hasn't triggered yet (small map, few turns).
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assert_gte(pop_count, 0, "get_populated_tile_count must return non-negative value")
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# ---------------------------------------------------------------------------
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# Quality progression via ecosystem tier
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# ---------------------------------------------------------------------------
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func test_turn50_creature_quality_progression() -> void:
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## Ecosystem tier on at least one tile should show progression.
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## We read quality from tile snapshots (synced back from Rust grid).
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var max_quality: int = 0
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for key: String in snap50:
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var s: Dictionary = snap50[key]
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if s["biome_id"] != "ocean":
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max_quality = maxi(max_quality, s["quality"] as int)
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## Quality starts at 2; after 50 turns some tiles should remain ≥ 2.
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assert_gte(max_quality, 2, "max tile quality should be at least 2 after 50 turns")
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# ---------------------------------------------------------------------------
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# Flora-fauna interaction
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# ---------------------------------------------------------------------------
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func test_turn50_habitat_correlates_with_flora() -> void:
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## Tiles with more flora should generally have higher habitat suitability.
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var high_flora: Array[float] = []
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var low_flora: Array[float] = []
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for key: String in snap50:
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var s: Dictionary = snap50[key]
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if s["biome_id"] == "ocean":
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continue
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var flora_sum: float = (
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s["canopy_cover"] + s["undergrowth"] + s["fungi_network"]
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)
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if flora_sum > 0.5:
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high_flora.append(s["habitat_suitability"])
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elif flora_sum < 0.1:
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low_flora.append(s["habitat_suitability"])
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if high_flora.size() > 0 and low_flora.size() > 0:
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var avg_high: float = 0.0
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for v: float in high_flora:
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avg_high += v
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avg_high /= float(high_flora.size())
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var avg_low: float = 0.0
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for v: float in low_flora:
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avg_low += v
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avg_low /= float(low_flora.size())
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assert_gte(
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avg_high, avg_low,
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"high-flora tiles should have habitat_suitability >= low-flora tiles"
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)
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else:
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pass_test("insufficient flora variation to test correlation — skip")
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1
src/game/engine/tests/unit/test_ecology_creatures.gd.uid
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1
src/game/engine/tests/unit/test_ecology_creatures.gd.uid
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uid://us11r6qf7bik
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uid://c25k5muep4mm
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