Persist applied weather debug state
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@@ -0,0 +1,87 @@
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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TYPES_H = ROOT / "Source" / "AgrarianGame" / "AgrarianTypes.h"
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GAME_STATE_H = ROOT / "Source" / "AgrarianGame" / "AgrarianGameState.h"
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GAME_STATE_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianGameState.cpp"
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SAVE_GAME_H = ROOT / "Source" / "AgrarianGame" / "AgrarianSaveGame.h"
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PERSISTENCE_H = ROOT / "Source" / "AgrarianGame" / "AgrarianPersistenceSubsystem.h"
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PERSISTENCE_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianPersistenceSubsystem.cpp"
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PROVIDER_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianWeatherProviderSubsystem.cpp"
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TDD = ROOT / "Docs" / "TechnicalDesignDocument.md"
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PERSISTENCE_DOC = ROOT / "Docs" / "PersistenceDesignDocument.md"
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ROADMAP = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
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EXPECTED = {
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TYPES_H: [
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"FName TileId = NAME_None;",
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"float Latitude = 0.0f;",
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"float Longitude = 0.0f;",
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"struct FAgrarianWeatherDebugSnapshot",
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"FString ProviderTimestamp;",
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"EAgrarianWeatherType AppliedWeather",
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],
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PROVIDER_CPP: [
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"MappedInputs.TileId = Snapshot.TileId;",
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"MappedInputs.Latitude = Snapshot.Latitude;",
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"MappedInputs.Longitude = Snapshot.Longitude;",
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],
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GAME_STATE_H: [
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"FAgrarianWeatherDebugSnapshot ActiveWeatherDebug",
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"FAgrarianWeatherDebugSnapshot GetWeatherDebugSnapshot() const;",
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],
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GAME_STATE_CPP: [
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"DOREPLIFETIME(AAgrarianGameState, ActiveWeatherDebug);",
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"ActiveWeatherDebug.Provider = ActiveWeatherInputs.Provider;",
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"ActiveWeatherDebug.ProviderTimestamp = ActiveWeatherInputs.ProviderTimestamp;",
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"ActiveWeatherDebug.AppliedWeather = ActiveWeatherInputs.MappedWeather;",
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"FAgrarianWeatherDebugSnapshot AAgrarianGameState::GetWeatherDebugSnapshot() const",
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],
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SAVE_GAME_H: [
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"FAgrarianMappedWeatherInputs WeatherInputs;",
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"FAgrarianWeatherDebugSnapshot WeatherDebug;",
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],
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PERSISTENCE_H: [
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"bool CaptureWorldState(UAgrarianSaveGame* SaveGame) const;",
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"bool RestoreWorldState(const UAgrarianSaveGame* SaveGame) const;",
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],
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PERSISTENCE_CPP: [
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"SaveGame->WeatherInputs = GameState->ActiveWeatherInputs;",
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"SaveGame->WeatherDebug = GameState->GetWeatherDebugSnapshot();",
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"GameState->ApplyMappedWeatherInputs(SaveGame->WeatherInputs);",
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"CaptureWorldState(SaveGame);",
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],
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TDD: [
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"`FAgrarianWeatherDebugSnapshot`",
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"weather source",
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"provider timestamp",
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"tile center coordinate",
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],
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PERSISTENCE_DOC: [
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"`FAgrarianWeatherDebugSnapshot`",
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"weather source",
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"provider timestamp",
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"tile center coordinate",
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],
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ROADMAP: [
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"[x] Store weather source, provider timestamp, tile coordinate, and applied in-game weather state for debugging and persistence.",
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],
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}
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def main() -> None:
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missing = []
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for path, snippets in EXPECTED.items():
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text = path.read_text(encoding="utf-8")
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for snippet in snippets:
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if snippet not in text:
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missing.append(f"{path.relative_to(ROOT)}: {snippet}")
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if missing:
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raise RuntimeError("Weather debug persistence verification failed: " + "; ".join(missing))
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print("Agrarian weather debug persistence verification complete.")
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if __name__ == "__main__":
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main()
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