191 lines
7.9 KiB
Markdown
191 lines
7.9 KiB
Markdown
# Swarm Scenarios
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## Shared setup
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- Use at least 2 reusable beehives within `BeehiveRadius` of each other.
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- Ensure one target hive can stay below `BeehiveConsideredEmptyBelowPopulation`.
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- Keep at least one source hive well above swarm threshold.
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- Use warm biome/daytime for temperature-gated scenarios.
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### Shared config commands (copy/paste)
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```text
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/beehives BeehiveRadius 35
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/beehives MaxBeePopulation 50000
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/beehives BeehiveConsideredEmptyBelowPopulation 500
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/beehives PopulationPercentRequirementForSwarm 80
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/beehives SwarmPopulationPercentage 0.2
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/beehives MaxTemperatureGrowth 10
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```
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## 1) Open-for-incoming is always below-threshold
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- Set hive A population to `499` while threshold is `500`.
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- Expected: hive A is eligible as an incoming swarm target.
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- Raise hive A to `500` or higher.
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- Expected: hive A is no longer eligible.
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### Commands
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```text
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/beehives BeehiveConsideredEmptyBelowPopulation 500
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/beehives setPopulation 499
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```
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## 2) Swarm trigger gates: population, dayhour, pre-swarm progress
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- Source hive above required percent (`> 80%` of max by default).
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- Test outside 8-12 dayhours.
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- Expected: no swarm starts even if pre-swarm is at 100%.
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- Test in 8-12 dayhours with pre-swarm at 100% (requires sustained optimal temperature over `PreSwarmDurationHours`).
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- Expected: swarm starts.
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### Commands
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```text
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/beehives PopulationPercentRequirementForSwarm 80
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/beehives MaxBeePopulation 50000
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/beehives setPopulation 45000
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```
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## 2b) Pre-swarm progress builds at optimal temperature
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- Source hive above required percent, cooldown expired.
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- Ensure temperature is at or above `MaxTemperatureGrowth`.
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- Expected: block info shows "Bees are preparing to swarm" (v1) or progress % (v2+).
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- Expected: progress increases from 0 to 100% over `PreSwarmDurationHours` hours.
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## 2c) Pre-swarm progress decreases in cold
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- Start with some pre-swarm progress built up.
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- Drop temperature below `MaxTemperatureGrowth`.
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- Expected: pre-swarm progress decreases back toward 0.
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- Expected: swarm does not trigger until progress reaches 100% again.
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## 2d) Wrench disables swarming
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- Right-click a beehive with a wrench.
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- Expected: block info shows "Swarming is disabled on this beehive."
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- Expected: swarm does not trigger even if all conditions are met.
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- Right-click again with wrench.
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- Expected: swarming re-enabled and normal swarm behavior resumes.
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## 3) BuildingSwarm phase is gradual over 3h
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- Trigger swarm from source hive.
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- During first ~3 in-game hours, observe source population decreasing and swarm population increasing progressively.
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- Expected: transition is gradual, not instant.
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## 4) HangingOut phase duration
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- After BuildingSwarm finishes, swarm enters `HangingOut`.
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- Expected: swarm remains in place for ~5 in-game hours.
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## 5) MigratingToNewHive phase is gradual over MigrationPhaseDurationHours
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- After target pick, swarm enters `MigratingToNewHive`.
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- Expected: population transfers gradually for the full migration duration.
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- Expected: swarm block disappears at end of migration.
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## 6) Target ranking prefers distance * flowers * frame-factor
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- Prepare two eligible target hives:
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- B: closer, fewer flowers, no filled/feed frame.
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- C: slightly farther, more flowers, has filled/feed frame.
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- Expected: chosen target matches highest multiplicative score.
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- Frame factor for any filled/feed frame should act as `2.0` multiplier.
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## 7) Vanilla skep target conversion path
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- Place empty vanilla skep (`game:skep-reed-empty-*` or `game:skep-papyrus-empty-*`) in radius.
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- Ensure it is registered as valid target by behavior patch.
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- Expected: at migration start, empty skep is exchanged to populated skep.
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## 8) No-target retry behavior
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- Let swarm finish hanging with zero eligible targets.
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- Expected: no immediate disperse; retry occurs in next day swarm window (8-12).
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- If still no valid target after retry, expected: swarm disperses.
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## 9) Spawn placement preference
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- Trigger multiple swarm spawns with varied nearby geometry.
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- Expected priority:
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1. side-attached on solid-faced wood blocks,
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2. side-attached on other solid-faced blocks,
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3. floor-attached fallback.
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## 10) Info text validation
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- Beehive info: when source is ready, expected `Ready to swarm` line.
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- Swarm block info: expected state + population + eligible target count + hours-until-pick lines.
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## 11) Command-assisted deterministic setup
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- Use command to quickly shape scenario state.
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- Expected: `/beehives setPopulation {int}` updates targeted reusable beehive population immediately.
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### Commands
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```text
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/beehives setPopulation 200
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/beehives setPopulation 45000
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```
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## 12) Unload before swarm window (no missed swarm)
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- Make source hive swarm-ready but unload area before 8:00.
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- Re-enter area after 8:00 same day.
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- Expected: catch-up applies population/honey/feed updates.
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- Expected: swarm only starts if simulated timeline crosses valid window while ready.
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## 13) Unload during BuildingSwarm phase
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- Trigger swarm and unload area while swarm is in `BuildingSwarm`.
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- Stay away long enough to skip part or all of the 3h building phase.
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- Re-enter area.
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- Expected: swarm population is already advanced to the correct catch-up value.
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- Expected: source hive population has already lost corresponding bees.
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## 14) Unload during HangingOut phase
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- Trigger swarm and unload area after `BuildingSwarm` finishes.
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- Stay away through part or all of `HangingOut`.
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- Re-enter area.
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- Expected: swarm resumes in correct post-catch-up state.
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- Expected: if hanging duration elapsed and a target exists, migration may already have started or completed.
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## 15) Unload during MigratingToNewHive phase
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- Trigger migration, then unload area before migration completes.
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- Re-enter area after enough time has passed.
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- Expected: transferred bee count reflects elapsed offline time.
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- Expected: swarm block is gone if migration fully completed.
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- Expected: target hive population increased according to migrated amount.
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## 16) Full lifecycle while unloaded (start -> finish)
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- Make source hive swarm-ready in morning window.
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- Unload immediately before/at expected swarm start and stay away for longer than full lifecycle.
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- Re-enter area.
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- Expected: catch-up simulation spawns swarm at historical time and fast-forwards it.
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- Expected: resulting world state matches completed lifecycle outcome (target populated or swarm dispersed).
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- Expected: source cooldown is based on simulated swarm start time.
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## 17) Retry path while unloaded (no targets first day)
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- Ensure no eligible targets when hanging phase ends.
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- Unload through first retry day window and re-enter later.
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- Expected: retry-day behavior is honored by catch-up.
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- Expected: swarm disperses if no valid target remains after retry.
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## 18) Debug chat output for unload catch-up
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- Enable debug output before running unload scenarios.
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- Expected: chat shows catch-up start/end summaries, population deltas, and swarm lifecycle catch-up events.
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### Commands
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```text
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/beehives debugUnload true
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/beehives debugUnload false
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```
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## 19) SwarmPopulationPercentageWhenNoBeehivesAvailable: zero value skips spawn
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- Ensure there are no eligible swarm targets in range (no empty beehives or skeps).
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- Set `SwarmPopulationPercentageWhenNoBeehivesAvailable` to `0`.
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- Trigger swarm conditions on source hive.
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- Expected: no swarm block is spawned.
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- Expected: cooldown is applied as if the swarm had occurred (`NextSwarmAllowedTotalDays` advances).
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### Commands
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```text
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/beehives SwarmPopulationPercentageWhenNoBeehivesAvailable 0
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```
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## 20) SwarmPopulationPercentageWhenNoBeehivesAvailable: non-zero value spawns smaller swarm
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- Ensure there are no eligible swarm targets in range.
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- Set `SwarmPopulationPercentageWhenNoBeehivesAvailable` to a value greater than `0` (e.g., `5`).
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- Trigger swarm conditions on source hive.
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- Expected: a swarm block is spawned with a planned population equal to `5%` of the source hive population.
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- Expected: swarm eventually disperses (no target found).
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### Commands
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```text
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/beehives SwarmPopulationPercentageWhenNoBeehivesAvailable 5
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```
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