Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
CI / headless-tests (push) Successful in 2m11s
CI / headless-tests (push) Successful in 2m11s
This commit is contained in:
1 parent
439e0a4281
commit
81b5d5ce5a
22 files changed
+879
-73
No files matched your search
@@ -65,3 +65,15 @@ func test_emergency_event_requires_emergency() -> bool:
|
||||
if event.get("requires_emergency", false):
|
||||
found = true
|
||||
return TestUtils.check(found, "scenario contains a scripted emergency event")
|
||||
|
||||
func test_waypoints_map_intent_to_location() -> bool:
|
||||
var scenario: VenueScenario = ScenarioFactory.hollywood_building()
|
||||
var entrance: Vector3 = scenario.locations["entrance"]
|
||||
var sidewalk: Vector3 = scenario.locations["sidewalk"]
|
||||
var steps_end: Vector3 = scenario.locations["steps_end"]
|
||||
var a := TestUtils.check_eq(scenario.waypoint_for_intent("enter"), entrance, "enter -> entrance")
|
||||
var b := TestUtils.check_eq(scenario.waypoint_for_intent("trespass"), entrance, "trespass -> entrance")
|
||||
var c := TestUtils.check_eq(scenario.waypoint_for_intent("photo"), sidewalk, "photo -> sidewalk")
|
||||
var d := TestUtils.check_eq(scenario.waypoint_for_intent("sit"), steps_end, "sit -> steps_end")
|
||||
var e := TestUtils.check_eq(scenario.waypoint_for_intent("unknown_intent"), sidewalk, "unknown -> sidewalk fallback")
|
||||
return a and b and c and d and e
|
||||
Reference in new issue
Block a user