8822a03f53
Implements the DSL that docs/architecture/scripting_sandbox.md recommends
as the primary (and, for now, sufficient) approach in place of running
untrusted GDScript in-process: a fixed set of trigger/condition/action
verbs, expressed as plain JSON data, interpreted by trusted GDScript with
zero ability to reference engine singletons, call arbitrary methods, or
execute code.
- ScriptBehavior (scripts/scripting/script_behavior.gd): parses and
validates rules from JSON/Dictionary data. Every trigger, condition
type/op, and verb is checked against an explicit whitelist at parse
time; malformed or unknown entries are dropped and recorded in
rejected_rules, never partially executed. Carries an optional
content_flags passthrough so this data type isn't hostile to future
moderation-queue integration (docs/architecture/content_moderation.md).
- ScriptInterpreterNode (scripts/scripting/script_interpreter.gd): the
only code that executes rules. Triggers: on_interact (proximity +
"interact" input action), on_enter (edge-triggered Area3D overlap),
on_touch (continuous overlap), on_timer (physics-clocked Timer). Verbs:
give_item, play_sound, move, rotate, spawn_from_catalog, set_timer --
each a fixed, hand-written function; verb dispatch is an explicit
match(), never call()-by-name from data. move/rotate animate via Tween
rather than teleporting.
- PlayerInventory (scripts/scripting/player_inventory.gd): a small
per-player item-count stub for give_item to target, since no real
inventory/entity-state system exists yet (M9 Economy). Attached to
scenes/player.tscn as "Inventory".
- SpawnCatalog (scripts/scripting/spawn_catalog.gd): trusted catalog_id ->
asset_id lookup for spawn_from_catalog, mirroring the AvatarCatalog
data-driven-JSON convention. Rule data only ever supplies a catalog_id
key, never a resource path.
- Wired a real demo ("ScriptedChest") into scenes/worlds/test_level.tscn
with an on_interact rule (give_item + play_sound + rotate), plus an
"interact" input action (project.godot).
- scripts/smoke_test_script_behavior.gd: exercises every trigger type,
every verb, and every condition type against the real interpreter and
the wired demo scene, and proves unknown/malformed/unsafe rules
(unknown verb, unknown trigger, non-scalar smuggled arguments, etc.)
are rejected at parse time and never run -- 50/50 checks pass.
463 lines
17 KiB
GDScript
463 lines
17 KiB
GDScript
extends SceneTree
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## Smoke test for the ScriptBehavior DSL + ScriptInterpreterNode.
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##
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## Run with:
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## godot --headless --path . --script res://scripts/smoke_test_script_behavior.gd
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##
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## Covers, in order:
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## 1. Parsing/validation: a well-formed behavior parses cleanly; malformed
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## or unsafe rules (unknown verb, unknown trigger, non-scalar
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## arguments meant to smuggle something unsafe, unknown condition
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## type/op) are rejected at parse time and never make it into
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## `rules` -- never partially applied.
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## 2. A behavior mixing one bad rule with one good rule in the same file:
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## the good rule still parses and still executes; the bad rule is
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## dropped, not silently run.
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## 3. The real demo wired into scenes/worlds/test_level.tscn
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## ("ScriptedChest"): loading scenes/game.tscn actually gets a
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## ScriptInterpreterNode with the demo behavior loaded, a Player with
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## a real Inventory, and pressing the real "interact" action while in
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## range actually runs give_item / play_sound / rotate -- proven by
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## observing the Inventory's item count change and the interpreter's
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## verb_executed signal, not by calling private methods directly.
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const ScriptBehaviorClass := preload("res://scripts/scripting/script_behavior.gd")
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const ScriptInterpreterNodeClass := preload("res://scripts/scripting/script_interpreter.gd")
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const PlayerInventoryClass := preload("res://scripts/scripting/player_inventory.gd")
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const DynamicObjectNodeClass := preload("res://scripts/dynamic_object_node.gd")
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var passed := 0
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var failed := 0
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func _initialize() -> void:
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_run()
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func _run() -> void:
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await process_frame
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_test_valid_behavior_parses()
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_test_malformed_rules_are_rejected()
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_test_mixed_good_and_bad_rules()
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await _test_on_timer_trigger()
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_test_condition_gating()
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await _test_remaining_verbs()
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await _test_wired_demo_in_game_scene()
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print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
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quit(0 if failed == 0 else 1)
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# ---------------------------------------------------------------------------
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# 1. A well-formed behavior parses cleanly.
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# ---------------------------------------------------------------------------
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func _test_valid_behavior_parses() -> void:
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print("--- valid behavior parses cleanly ---")
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var data := {
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"rules": [
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{
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"trigger": {"type": "on_interact"},
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"conditions": [],
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"actions": [
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{"verb": "give_item", "item_id": "gold_coin", "count": 3},
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{"verb": "play_sound", "sound_id": "chime"},
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],
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}
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]
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}
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var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
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_check("valid behavior has exactly one rule", behavior.rules.size() == 1)
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_check("valid behavior has no rejected rules", behavior.rejected_rules.is_empty())
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# ---------------------------------------------------------------------------
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# 2. Malformed / unsafe rules never make it into `rules`.
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# ---------------------------------------------------------------------------
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func _test_malformed_rules_are_rejected() -> void:
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print("--- malformed/unsafe rules are safely rejected, not executed ---")
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# Unknown verb -- e.g. an attempt to invoke something outside the
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# whitelist entirely.
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_expect_rejected("unknown verb", {
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"rules": [{
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"trigger": {"type": "on_interact"}, "conditions": [],
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"actions": [{"verb": "os_execute", "command": "rm -rf /"}],
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}]
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})
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# Unknown trigger type.
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_expect_rejected("unknown trigger type", {
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"rules": [{
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"trigger": {"type": "on_explode"}, "conditions": [],
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"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
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}]
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})
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# on_timer with a missing/invalid interval.
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_expect_rejected("on_timer missing interval", {
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"rules": [{
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"trigger": {"type": "on_timer"}, "conditions": [],
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"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
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}]
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})
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# Attempt to smuggle a non-scalar (a nested object, the shape an
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# engine-reaching payload would need) as an item_id.
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_expect_rejected("non-scalar item_id", {
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"rules": [{
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"trigger": {"type": "on_interact"}, "conditions": [],
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"actions": [{"verb": "give_item", "item_id": {"call": "OS.execute"}, "count": 1}],
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}]
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})
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# Negative/absurd count.
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_expect_rejected("out-of-range count", {
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"rules": [{
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"trigger": {"type": "on_interact"}, "conditions": [],
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"actions": [{"verb": "give_item", "item_id": "x", "count": -5}],
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}]
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})
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# Invalid target (not "self"/"player").
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_expect_rejected("invalid move target", {
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"rules": [{
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"trigger": {"type": "on_interact"}, "conditions": [],
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"actions": [{"verb": "move", "target": "world_root", "offset": [0, 1, 0]}],
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}]
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})
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# Unknown condition type/op.
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_expect_rejected("unknown condition type", {
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"rules": [{
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"trigger": {"type": "on_interact"},
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"conditions": [{"type": "player_health", "op": "==", "value": 100}],
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"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
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}]
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})
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_expect_rejected("unknown condition op", {
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"rules": [{
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"trigger": {"type": "on_interact"},
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"conditions": [{"type": "item_count", "item_id": "x", "op": "~=", "value": 1}],
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"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
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}]
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})
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# Missing actions entirely.
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_expect_rejected("empty actions array", {
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"rules": [{"trigger": {"type": "on_interact"}, "conditions": [], "actions": []}]
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})
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# No "rules" key at all.
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_expect_rejected("missing top-level rules key", {"not_rules": []})
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func _expect_rejected(label: String, data: Dictionary) -> void:
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var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
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_check("%s -> zero rules parsed" % label, behavior.rules.is_empty())
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_check("%s -> rejection reason recorded" % label, not behavior.rejected_rules.is_empty())
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# ---------------------------------------------------------------------------
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# 2b. A bad rule alongside a good rule in the SAME behavior: the good one
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# still parses and still runs; the bad one is dropped, not run "best
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# effort" and not blocking the good rule either.
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# ---------------------------------------------------------------------------
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func _test_mixed_good_and_bad_rules() -> void:
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print("--- one bad rule does not block or corrupt a sibling good rule ---")
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var data := {
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"rules": [
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{
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# Bad: unknown verb, should be dropped silently.
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"trigger": {"type": "on_interact"}, "conditions": [],
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"actions": [{"verb": "eval", "code": "OS.execute('id', [])"}],
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},
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{
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# Good: should parse and, when fired, actually run.
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"trigger": {"type": "on_interact"}, "conditions": [],
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"actions": [{"verb": "give_item", "item_id": "mixed_test_item", "count": 2}],
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},
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]
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}
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var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
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_check("mixed behavior kept only the good rule", behavior.rules.size() == 1)
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_check("mixed behavior recorded the bad rule's rejection", not behavior.rejected_rules.is_empty())
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var interpreter := ScriptInterpreterNodeClass.new()
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interpreter.set_behavior(behavior)
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root.add_child(interpreter)
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var fake_player := Node3D.new()
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fake_player.name = "FakePlayer"
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var inv := PlayerInventoryClass.new()
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inv.name = "Inventory"
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fake_player.add_child(inv)
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root.add_child(fake_player)
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interpreter.fire("on_interact", fake_player)
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_check("the surviving good rule actually executed", inv.get_count("mixed_test_item") == 2)
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interpreter.queue_free()
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fake_player.queue_free()
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# ---------------------------------------------------------------------------
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# 3b. on_timer actually fires on its own, with no player/interact/touch
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# involved at all -- driven purely by a real Timer node ticking down.
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# ---------------------------------------------------------------------------
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func _test_on_timer_trigger() -> void:
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print("--- on_timer fires repeatedly on its own ---")
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var data := {
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"rules": [{
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"trigger": {"type": "on_timer", "interval": 0.05},
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"conditions": [],
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"actions": [{"verb": "set_timer", "name": "ticked", "seconds": 60}],
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}]
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}
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var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
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_check("on_timer behavior parsed", behavior.rules.size() == 1)
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var interpreter := ScriptInterpreterNodeClass.new()
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interpreter.set_behavior(behavior)
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root.add_child(interpreter)
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# A plain int captured by a lambda is captured by value in GDScript
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# closures (the outer variable never sees the mutation) -- an Array's
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# *reference* is what gets captured, so appends are visible outside.
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var fire_log: Array = []
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interpreter.verb_executed.connect(func(_verb, _args): fire_log.append(true))
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for i in 30:
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await physics_frame
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_check("on_timer fired at least once with no trigger source but time",
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fire_log.size() >= 1)
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interpreter.queue_free()
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# ---------------------------------------------------------------------------
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# 4. Conditions actually gate execution (not just parse).
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# ---------------------------------------------------------------------------
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func _test_condition_gating() -> void:
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print("--- conditions gate whether an action runs ---")
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var data := {
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"rules": [{
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"trigger": {"type": "on_interact"},
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"conditions": [{"type": "item_count", "item_id": "key", "op": ">=", "value": 1}],
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"actions": [{"verb": "give_item", "item_id": "treasure", "count": 1}],
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}]
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}
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var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
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_check("conditioned behavior parsed", behavior.rules.size() == 1)
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var interpreter := ScriptInterpreterNodeClass.new()
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interpreter.set_behavior(behavior)
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root.add_child(interpreter)
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var fake_player := Node3D.new()
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var inv := PlayerInventoryClass.new()
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inv.name = "Inventory"
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fake_player.add_child(inv)
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root.add_child(fake_player)
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interpreter.fire("on_interact", fake_player)
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_check("condition not met -> action did not run", inv.get_count("treasure") == 0)
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inv.give_item("key", 1)
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interpreter.fire("on_interact", fake_player)
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_check("condition met -> action ran", inv.get_count("treasure") == 1)
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interpreter.queue_free()
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fake_player.queue_free()
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# ---------------------------------------------------------------------------
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# 2c. The remaining three verbs (move, spawn_from_catalog, set_timer) plus
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# the timer_active condition -- not exercised by the wired chest demo
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# (which only needs give_item/play_sound/rotate), so each gets a direct
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# check here that it actually does something real.
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# ---------------------------------------------------------------------------
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func _test_remaining_verbs() -> void:
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print("--- move / spawn_from_catalog / set_timer + timer_active condition ---")
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var data := {
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"rules": [
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{
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# Only grants the item while the "cooldown" timer is NOT
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# active -- proves timer_active is actually read back.
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"trigger": {"type": "on_interact"},
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"conditions": [{"type": "timer_active", "name": "cooldown", "op": "==", "value": false}],
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"actions": [{"verb": "give_item", "item_id": "cooldown_test_item", "count": 1}],
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},
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{
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"trigger": {"type": "on_interact"},
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"conditions": [],
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"actions": [
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{"verb": "set_timer", "name": "cooldown", "seconds": 10},
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{"verb": "move", "target": "self", "offset": [0, 0, -2], "duration": 0.2},
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{"verb": "spawn_from_catalog", "catalog_id": "small_crate", "position": [5, 0, 5]},
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],
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},
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]
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}
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var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
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_check("remaining-verbs behavior parsed with no rejections", behavior.rejected_rules.is_empty())
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var interpreter := ScriptInterpreterNodeClass.new()
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interpreter.set_behavior(behavior)
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root.add_child(interpreter)
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var start_position: Vector3 = interpreter.position
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var fake_player := Node3D.new()
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var inv := PlayerInventoryClass.new()
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inv.name = "Inventory"
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fake_player.add_child(inv)
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root.add_child(fake_player)
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# First trigger: cooldown isn't active yet -> item granted, then the
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# second rule starts the cooldown timer and moves/spawns.
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interpreter.fire("on_interact", fake_player)
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_check("give_item ran while timer_active was false",
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inv.get_count("cooldown_test_item") == 1)
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# Second trigger, same frame: set_timer's effect must already be
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# visible to a condition evaluated afterward -- this is the whole
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# point of the timer_active/timer_remaining state store existing.
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interpreter.fire("on_interact", fake_player)
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_check("give_item did NOT run again once the cooldown timer was active",
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inv.get_count("cooldown_test_item") == 1)
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# move() animates over a real Tween, not a teleport -- wait it out.
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for i in 20:
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await physics_frame
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var moved: Vector3 = interpreter.position
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_check("move actually relocated the object (not instantly, via a Tween)",
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moved.distance_to(start_position + Vector3(0, 0, -2)) < 0.05)
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# spawn_from_catalog should have added a real DynamicObjectNode sibling.
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var spawned: Node = null
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for child in root.get_children():
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if child is DynamicObjectNodeClass and (child as Node).name.begins_with("spawned_"):
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spawned = child
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_check("spawn_from_catalog actually added a DynamicObjectNode to the tree", spawned != null)
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if spawned != null:
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var dyn := spawned as DynamicObjectNodeClass
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_check("spawned object resolved asset_id via the trusted catalog (not the raw data)",
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dyn.world_object != null and dyn.world_object.asset_id == "props/crate_small.glb")
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_check("spawned object placed at the requested position",
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dyn.position.distance_to(Vector3(5, 0, 5)) < 0.01)
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spawned.queue_free()
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interpreter.queue_free()
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fake_player.queue_free()
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# ---------------------------------------------------------------------------
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# 3. The real demo wired into the actual playable scene.
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# ---------------------------------------------------------------------------
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func _test_wired_demo_in_game_scene() -> void:
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print("--- real demo: ScriptedChest in scenes/worlds/test_level.tscn via scenes/game.tscn ---")
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var packed: PackedScene = load("res://scenes/game.tscn")
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var result := change_scene_to_packed(packed)
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if not _check("game scene loaded", result == OK):
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return
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await scene_changed
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var game: Node3D = current_scene as Node3D
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var player: Node = game.get_node_or_null("Player")
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if not _check("Player exists in loaded scene", player is CharacterBody3D):
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return
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var inventory: Node = player.get_node_or_null("Inventory")
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if not _check("Player has a real Inventory node", inventory is PlayerInventoryClass):
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return
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var chest: Node = game.get_node_or_null("Level/ScriptedChest")
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if not _check("ScriptedChest exists in the level", chest != null):
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return
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if not _check("ScriptedChest has the ScriptInterpreterNode script", chest is ScriptInterpreterNodeClass):
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return
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var interpreter: ScriptInterpreterNodeClass = chest as ScriptInterpreterNodeClass
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# Let _ready() load the behavior and build its Area3D/timers.
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await process_frame
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_check("ScriptedChest's behavior loaded from disk", interpreter.behavior != null)
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if interpreter.behavior != null:
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_check("demo_chest.json parsed with no rejected rules",
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interpreter.behavior.rejected_rules.is_empty())
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var executed_verbs: Array[String] = []
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interpreter.verb_executed.connect(func(verb, _args): executed_verbs.append(verb))
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# Let physics settle: the player falls onto the ground and the
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# ScriptedChest's trigger Area3D needs a few physics frames to notice
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# the overlap before the interact key check has anyone "in range".
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for i in 60:
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await physics_frame
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var before_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
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var before_rot_y: float = interpreter.rotation_degrees.y
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# A real input event, exactly like a player pressing E -- not a direct
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# call into the interpreter's action methods.
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var interact_event := InputEventKey.new()
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interact_event.keycode = KEY_E
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interact_event.physical_keycode = KEY_E
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interact_event.pressed = true
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Input.parse_input_event(interact_event)
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for i in 10:
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await process_frame
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var after_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
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_check("pressing 'interact' near the chest granted gold_coin via give_item",
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after_count == before_count + 3)
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_check("give_item actually executed (verb_executed signal)", executed_verbs.has("give_item"))
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_check("play_sound actually executed (verb_executed signal)", executed_verbs.has("play_sound"))
|
|
_check("rotate actually executed (verb_executed signal)", executed_verbs.has("rotate"))
|
|
|
|
# rotate animates over 0.4s via a real Tween -- wait it out, then check
|
|
# the chest's rotation actually changed (not teleported instantly, but
|
|
# not stuck at the start either).
|
|
for i in 40:
|
|
await physics_frame
|
|
var after_rot_y: float = interpreter.rotation_degrees.y
|
|
_check("rotate actually moved the chest's rotation",
|
|
absf(wrapf(after_rot_y - before_rot_y - 90.0, -180.0, 180.0)) < 1.0)
|
|
|
|
# Pressing interact again with the player out of a fresh area-entry
|
|
# state should still work (rule has no conditions/limits) -- give_item
|
|
# is cumulative, proving repeated real triggers keep working.
|
|
var interact_event2 := InputEventKey.new()
|
|
interact_event2.keycode = KEY_E
|
|
interact_event2.physical_keycode = KEY_E
|
|
interact_event2.pressed = true
|
|
Input.parse_input_event(interact_event2)
|
|
for i in 10:
|
|
await process_frame
|
|
var final_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
|
|
_check("a second real interact press granted gold_coin again",
|
|
final_count == after_count + 3)
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Helpers
|
|
# ---------------------------------------------------------------------------
|
|
|
|
func _check(description: String, condition: bool) -> bool:
|
|
if condition:
|
|
print(" PASS: ", description)
|
|
passed += 1
|
|
else:
|
|
printerr(" FAIL: ", description)
|
|
failed += 1
|
|
return condition
|