Refactor save manager validation and update state structure
- Updated the save manager to enforce a new format version (2) and improved validation checks for the save data structure. - Enhanced the `validate_data` function to ensure all required fields are present and valid. - Adjusted the handling of legacy saves and introduced new checks for various state fields. - Improved number formatting in the global script for better readability of large numbers. - Updated tests to reflect changes in the save manager and validation logic, ensuring compatibility with the new state structure. - Added new tests for group indexing and production transactions to ensure correctness of entity management and resource production.
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@@ -0,0 +1,58 @@
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extends SceneTree
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const Clock = preload("res://world/owniverse/simulation_time.gd")
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var checks: int = 0
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var failures: int = 0
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func _initialize() -> void:
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call_deferred("run")
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func check(condition: bool, message: String) -> void:
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checks += 1
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if not condition:
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failures += 1
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push_error(message)
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func fixture():
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var world = load("res://world/owniverse/owniverse.gd").new()
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var global: Node = root.get_node("Global")
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for id in global.OwniverseEntities:
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var entity = load("res://world/owniverse/owniverse_entity.gd").new(global.OwniverseEntities[id])
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world.entities[id] = entity
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world.state.amount[id] = 0.0
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world.state.stats.total_amount[id] = 0.0
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if entity.group_as != "":
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world.state.amount[entity.group_as] = 0.0
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world.state.stats.total_amount[entity.group_as] = 0.0
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world.entities["N"].life_product = {}
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world.entities["N"].product_per_year_type = "H"
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world.entities["N"].product_per_year_amount = 10.0
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world.entities["N"].auto = 0.0
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world.state.amount.N = 1.0
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return world
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func dispose(world) -> void:
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for entity in world.entities.values():
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entity.free()
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world.free()
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func run() -> void:
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var world = fixture()
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for id in world.entities:
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var expected: Array = []
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for key in world.entities:
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if world.entities[key].group_as == id:
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expected.append(key)
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check(world._is_group(id) == (not expected.is_empty()), "Group classification: " + id)
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check(world._members(id) == (expected if not expected.is_empty() else [id]), "Group members: " + id)
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var members: Array = world._members("Star")
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members.clear()
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check(not world._members("Star").is_empty(), "Returned members are independent")
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world.entities.N.group_as = "TestGroup"
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world.rebuild_group_index()
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check(world._members("TestGroup") == ["N"], "Explicit definition reload")
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world.entities.N.free()
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world.entities.erase("N")
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check(not world._is_group("TestGroup"), "Removed definition invalidates index")
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print("Group index: %d checks, %d failures" % [checks, failures])
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dispose(world)
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quit(1 if failures else 0)
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