feat(m12): wire outcome recovery runtime route
Co-Authored-By: Codex <noreply@anthropic.com>
This commit is contained in:
@@ -164,6 +164,8 @@ var battle_notice := ""
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var battle_playback_generation := 0
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var battle_playback_timer: Timer
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var battle_result_diagnosis_open := false
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var battle_reward_selected_id := ""
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var battle_reward_notice := ""
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var battle_opening_mode := false
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var battle_opening_state := "ready_to_observe"
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var battle_opening_notice := ""
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@@ -4975,7 +4977,7 @@ func _build_battle_live_bottom(parent: Control, company: Dictionary, battle: Dic
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match battle_live_state:
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"outcome_locked":
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next_text = "OUT-001"
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next_action = Callable(self, "_battle_live_outcome_handoff")
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next_action = Callable(self, "_battle_live_commit_outcome")
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next_disabled = false
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next_tooltip = _tr("OUT-001 负责结果诊断", "OUT-001 owns result diagnosis")
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"inspect_handoff", "pause_controls_handoff":
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@@ -5570,6 +5572,22 @@ func _battle_live_outcome_handoff() -> void:
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_render_battle_live()
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func _battle_live_commit_outcome() -> void:
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if battle_live_state != "outcome_locked":
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return
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battle_service.company_path = initial_company_service.company_path
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var settled: Dictionary = battle_service.settle_observation_outcome(battle_operation_id)
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if not settled.ok:
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battle_live_notice = _battle_error_text(String(settled.get("code", "OUTCOME_SETTLEMENT_FAILED")))
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_render_battle_live()
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return
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guild_company = settled.company.duplicate(true)
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battle_result_diagnosis_open = false
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battle_reward_selected_id = ""
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battle_reward_notice = ""
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show_battle_result(guild_company)
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func _battle_live_open_bat006() -> void:
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if battle_live_state != "interrupted_background":
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return
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@@ -5991,7 +6009,7 @@ func show_battle_result(company := {}) -> void:
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context.add_child(detail)
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var footer := HBoxContainer.new()
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footer.name = "BattleResultFooter"
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footer.custom_minimum_size = Vector2(0, 46 if short_result else 52)
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footer.custom_minimum_size = Vector2(0, 48 if short_result else 52)
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footer.add_theme_constant_override("separation", 8)
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layout.add_child(footer)
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var inspect := _company_button("BattleResultDiagnosis", _tr("因果详情", "Cause Details"), toggle_battle_result_diagnosis, "company_secondary", "inspect")
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@@ -6013,7 +6031,21 @@ func toggle_battle_result_diagnosis() -> void:
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func continue_from_battle_result() -> void:
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show_battle_knockout_review(guild_company)
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var battle: Dictionary = guild_company.get("active_contract", {}).get("battle_state", {})
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var reward_draft: Dictionary = battle.get("reward_draft", {})
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var knocked: Array = battle.get("result", {}).get("knocked_out_ids", [])
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if not reward_draft.is_empty() and String(reward_draft.get("status", "open")) == "open":
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if not knocked.is_empty():
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show_battle_knockout_review(guild_company)
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else:
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show_battle_reward_choice(guild_company)
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return
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# Legacy DEV-5 settlement receipts have no reward draft. Preserve their
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# historical route while the observation path uses OUT-003 explicitly.
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if not knocked.is_empty():
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show_battle_knockout_review(guild_company)
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else:
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show_battle_recovery(guild_company)
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func show_battle_knockout_review(company := {}) -> void:
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@@ -6095,7 +6127,186 @@ func show_battle_knockout_review(company := {}) -> void:
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func acknowledge_battle_knockout(company := {}) -> void:
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show_battle_recovery(company)
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var resolved: Dictionary = Dictionary(company).duplicate(true) if company is Dictionary else guild_company.duplicate(true)
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var battle: Dictionary = resolved.get("active_contract", {}).get("battle_state", {})
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var reward_draft: Dictionary = battle.get("reward_draft", {})
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if not reward_draft.is_empty() and String(reward_draft.get("status", "open")) == "open":
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show_battle_reward_choice(resolved)
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else:
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show_battle_recovery(resolved)
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func show_battle_reward_choice(company := {}) -> void:
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var resolved: Dictionary = Dictionary(company).duplicate(true) if company is Dictionary else guild_company.duplicate(true)
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var battle: Dictionary = resolved.get("active_contract", {}).get("battle_state", {})
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var draft: Dictionary = battle.get("reward_draft", {})
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if draft.is_empty() or String(draft.get("status", "open")) != "open":
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show_battle_recovery(resolved)
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return
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guild_company = resolved
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current_screen = "battle_reward_choice"
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_build_world_base()
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var frame_safe := _framed_page_safe("BattleReward")
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frame_safe.add_child(_entry_chrome("BattleRewardFrame", "initial_company_scene_frame"))
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var safe := _content_page_safe("BattleReward")
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var layout := VBoxContainer.new()
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layout.name = "BattleRewardLayout"
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layout.add_theme_constant_override("separation", 6)
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safe.add_child(layout)
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var header := HBoxContainer.new()
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header.name = "BattleRewardHeader"
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header.custom_minimum_size = Vector2(0, 48 if size.y < 500.0 else 58)
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layout.add_child(header)
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var heading := VBoxContainer.new()
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heading.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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header.add_child(heading)
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heading.add_child(_label(_tr("奖励选择", "REWARD CHOICE"), _scaled(21), Color("#f5ead0")))
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heading.add_child(_label(_tr("稳定选项 · 领取一次或明确跳过", "STABLE OPTIONS · CLAIM ONCE OR EXPLICITLY SKIP"), _scaled(10), Color("#e8d39d")))
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var paid := _label(_tr("战斗金币已结算 %d", "BATTLE COIN PAID %d") % int(battle.get("result", {}).get("reward_coin", 0)), _scaled(12), Color("#f0ca75"))
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paid.name = "BattleRewardPaid"
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paid.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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header.add_child(paid)
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var body := HBoxContainer.new()
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body.name = "BattleRewardBody"
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body.size_flags_vertical = Control.SIZE_EXPAND_FILL
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body.add_theme_constant_override("separation", 14)
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layout.add_child(body)
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var options_box := VBoxContainer.new()
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options_box.name = "BattleRewardOptions"
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options_box.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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options_box.size_flags_stretch_ratio = 1.25
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options_box.add_theme_constant_override("separation", 6)
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body.add_child(options_box)
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var options_title := _label(_tr("同等决策区", "EQUAL DECISION REGIONS"), _scaled(10), Color("#e8d39d"))
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options_title.name = "BattleRewardOptionsTitle"
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options_box.add_child(options_title)
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for raw_option in draft.get("options", []):
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var option: Dictionary = raw_option
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var reward_id := String(option.get("reward_id", ""))
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var selected := reward_id == battle_reward_selected_id
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var option_button := _company_button("BattleRewardOption_%s" % reward_id, _battle_reward_option_title(option, selected), select_battle_reward.bind(reward_id), "company_primary" if selected else "company_secondary", "confirm" if selected else "inspect")
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option_button.custom_minimum_size = Vector2(0, 64 if size.y < 500.0 else 72)
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option_button.tooltip_text = _battle_reward_option_detail(option)
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options_box.add_child(option_button)
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var context := VBoxContainer.new()
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context.name = "BattleRewardContext"
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context.custom_minimum_size = Vector2(minf(360.0, size.x * 0.38), 0)
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context.add_theme_constant_override("separation", 5)
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body.add_child(context)
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context.add_child(_label(_tr("当前选项", "SELECTED OPTION"), _scaled(10), Color("#e8d39d")))
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var selected_option := _reward_option_from_draft(draft, battle_reward_selected_id)
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if selected_option.is_empty():
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context.add_child(_label(_tr("选择一项以查看目标、冲突和跳过结果。", "Choose one option to read target, conflict and skip outcome."), _scaled(12), Color("#aebbc2")))
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else:
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var selected_detail := _label(_battle_reward_option_detail(selected_option), _scaled(12), Color("#f5ead0"))
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selected_detail.name = "BattleRewardSelectedDetail"
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selected_detail.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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selected_detail.size_flags_vertical = Control.SIZE_EXPAND_FILL
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context.add_child(selected_detail)
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if not battle_reward_notice.is_empty():
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var notice := _label(battle_reward_notice, _scaled(10), Color("#ffd4d4"))
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notice.name = "BattleRewardNotice"
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notice.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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context.add_child(notice)
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var footer := HBoxContainer.new()
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footer.name = "BattleRewardFooter"
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footer.custom_minimum_size = Vector2(0, 46 if size.y < 500.0 else 52)
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footer.add_theme_constant_override("separation", 8)
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layout.add_child(footer)
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var back := _company_button("BattleRewardBack", _tr("返回结果", "Back to Result"), show_battle_result.bind(resolved), "company_utility", "back")
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footer.add_child(back)
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var spacer := Control.new()
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spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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footer.add_child(spacer)
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var skip := _company_button("BattleRewardSkip", _tr("跳过奖励", "Skip Reward"), decline_battle_reward, "company_utility", "back")
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skip.custom_minimum_size = Vector2(180, footer.custom_minimum_size.y)
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skip.tooltip_text = _tr("保留已结算战斗金币,不添加奖励对象", "Keep the battle Coin already paid; add no reward object")
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footer.add_child(skip)
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var claim := _company_button("BattleRewardClaim", _tr("领取所选奖励", "Claim Selected Reward"), commit_battle_reward, "company_primary", "confirm")
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claim.custom_minimum_size = Vector2(250, footer.custom_minimum_size.y)
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claim.disabled = selected_option.is_empty()
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claim.tooltip_text = _tr("提交一次奖励回执", "Submit one reward receipt")
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footer.add_child(claim)
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back.call_deferred("grab_focus")
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func select_battle_reward(reward_id: String) -> void:
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var battle: Dictionary = guild_company.get("active_contract", {}).get("battle_state", {})
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var draft: Dictionary = battle.get("reward_draft", {})
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if _reward_option_from_draft(draft, reward_id).is_empty():
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return
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battle_reward_selected_id = reward_id
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battle_reward_notice = ""
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show_battle_reward_choice(guild_company)
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func commit_battle_reward() -> void:
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if battle_reward_selected_id.is_empty():
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battle_reward_notice = _tr("请先选择一个奖励。", "Select a reward first.")
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show_battle_reward_choice(guild_company)
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return
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battle_service.company_path = initial_company_service.company_path
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var loaded: Dictionary = battle_service.load_company()
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if not loaded.ok:
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battle_reward_notice = _battle_error_text(String(loaded.get("code", "REWARD_LOAD_FAILED")))
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show_battle_reward_choice(guild_company)
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return
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var battle: Dictionary = loaded.company.active_contract.get("battle_state", {})
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var operation_id := ("%s|reward|%s" % [String(battle.get("operation_id", "")), battle_reward_selected_id]).sha256_text().substr(0, 32)
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var claimed: Dictionary = battle_service.claim_reward(operation_id, battle_reward_selected_id, String(battle.get("operation_id", "")))
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if not claimed.ok:
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battle_reward_notice = _battle_error_text(String(claimed.get("code", "REWARD_FAILED")))
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show_battle_reward_choice(loaded.company)
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return
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guild_company = claimed.company.duplicate(true)
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battle_reward_notice = ""
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battle_reward_selected_id = ""
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show_battle_recovery(guild_company)
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func decline_battle_reward() -> void:
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battle_service.company_path = initial_company_service.company_path
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var loaded: Dictionary = battle_service.load_company()
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if not loaded.ok:
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battle_reward_notice = _battle_error_text(String(loaded.get("code", "REWARD_LOAD_FAILED")))
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show_battle_reward_choice(guild_company)
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return
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var battle: Dictionary = loaded.company.active_contract.get("battle_state", {})
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var operation_id := ("%s|reward|decline" % String(battle.get("operation_id", ""))).sha256_text().substr(0, 32)
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var declined: Dictionary = battle_service.decline_reward(operation_id, String(battle.get("operation_id", "")))
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if not declined.ok:
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battle_reward_notice = _battle_error_text(String(declined.get("code", "REWARD_FAILED")))
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show_battle_reward_choice(loaded.company)
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return
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guild_company = declined.company.duplicate(true)
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battle_reward_selected_id = ""
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battle_reward_notice = ""
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show_battle_recovery(guild_company)
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func _reward_option_from_draft(draft: Dictionary, reward_id: String) -> Dictionary:
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if reward_id.is_empty():
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return {}
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for raw_option in draft.get("options", []):
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var option: Dictionary = raw_option
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if String(option.get("reward_id", "")) == reward_id:
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return option.duplicate(true)
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return {}
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func _battle_reward_option_title(option: Dictionary, selected: bool = false) -> String:
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var marker := "◆ " if selected else "◇ "
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var kind := String(option.get("kind", ""))
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if kind == "equipment":
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return "%s%s" % [marker, _tr("免费装备 · %s", "FREE EQUIPMENT · %s") % _content_name("equipment", String(option.get("catalog_id", "")))]
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return "%s%s" % [marker, _tr("金币储备 · +%d", "COIN RESERVE · +%d") % int(option.get("amount", 0))]
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func _battle_reward_option_detail(option: Dictionary) -> String:
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return _tr(
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"改变:%s\n目标:%s\n冲突:%s\n跳过:%s",
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"Changes: %s\nTarget: %s\nConflict: %s\nSkip: %s"
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) % [String(option.get("next_decision", "")), String(option.get("eligible_target", "")), String(option.get("conflict", "")), String(option.get("skip_outcome", ""))]
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func show_battle_recovery(company := {}) -> void:
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@@ -7386,6 +7597,13 @@ func _battle_error_text(code: String) -> String:
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"BATTLE_READINESS_REQUIRED": return _tr("请先接受准备检查。", "Accept Readiness first.")
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"BATTLE_RISK_UNAVAILABLE": return _tr("该风险选项已失效,请返回风险板。", "That risk option is stale; return to the Risk Board.")
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"BATTLE_ALREADY_ACTIVE": return _tr("已有进行中的战斗;已恢复原战斗回执。", "A battle is already active; its original receipt was restored.")
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"BATTLE_OUTCOME_REQUIRED", "OBSERVATION_NOT_READY_FOR_RESULT", "OBSERVATION_OUTCOME_LOCK_MISSING": return _tr("结果尚未锁定,无法进入结算。", "The outcome is not locked yet; settlement is unavailable.")
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"OBSERVATION_RESULT_INVALID": return _tr("结果事件或日志校验失败;战斗保持不变。", "The result event or journal failed validation; battle state is unchanged.")
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"REWARD_RESULT_REQUIRED": return _tr("请先完成结果结算。", "Complete result settlement first.")
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"REWARD_DRAFT_MISSING": return _tr("本场没有可用的奖励草案。", "No reward draft is available for this battle.")
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"REWARD_OPTION_UNAVAILABLE", "REWARD_ALREADY_APPLIED": return _tr("该奖励选择已失效;请读取原回执。", "That reward choice is stale; read the original receipt.")
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"REWARD_OPERATION_CONFLICT": return _tr("奖励操作 ID 与原意图冲突;没有重复发放。", "The reward operation conflicts with its original intent; nothing was duplicated.")
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"RECOVERY_REWARD_REQUIRED": return _tr("请先领取或跳过本场奖励。", "Claim or skip this battle's reward first.")
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"RECOVERY_RESULT_REQUIRED": return _tr("结果回执尚未完成,无法恢复下一阶段。", "The result receipt is not ready for next-stage recovery.")
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"recovery_already_applied": return _tr("恢复已提交;正在打开下一阶段市场。", "Recovery was already committed; opening the next-stage Market.")
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return _tr("战斗回执未能创建;远征团没有改变。", "The battle receipt could not be created; Company state is unchanged.") + " [%s]" % code
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@@ -0,0 +1,324 @@
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extends SceneTree
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const EntryShell = preload("res://entry/entry_shell.gd")
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const SettingsStore = preload("res://entry/settings_store.gd")
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const DraftService = preload("res://entry/initial_company_draft_service.gd")
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const ContractService = preload("res://entry/guild_contract_service.gd")
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const FormationService = preload("res://entry/formation_risk_service.gd")
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const BattleService = preload("res://entry/battle_service.gd")
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const DRAFT_PATH := "user://m12_runtime_draft.json"
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const COMPANY_PATH := "user://m12_runtime_company.json"
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const SEED := "97531eca86420bdf97531eca86420bdf"
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const CONTRACT_OP := "abcdef0123456789abcdef0123456789"
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const HIRE_OP_1 := "11112222333344445555666677778888"
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const HIRE_OP_2 := "88887777666655554444333322221111"
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const ORDER_OP := "fedcba9876543210fedcba9876543210"
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const READY_OP := "0123456789abcdef0123456789abcdef"
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const BATTLE_OP := "2468ace013579bdf2468ace013579bdf"
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const FIXTURES := [
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{"size": Vector2i(760, 360), "locale": "zh_CN"},
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{"size": Vector2i(844, 390), "locale": "en"},
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{"size": Vector2i(1280, 720), "locale": "zh_CN"},
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{"size": Vector2i(1280, 720), "locale": "en"},
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]
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var failures: Array[String] = []
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var parsed_touches := 0
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var fixture_count := 0
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func _initialize() -> void:
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call_deferred("run_test")
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func run_test() -> void:
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_cleanup()
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root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
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root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND
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var prepared := _create_prepared_company()
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_expect(not prepared.is_empty(), "fixture prepares a four-member Company")
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if not prepared.is_empty():
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await _run_route(prepared)
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_cleanup()
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if failures.is_empty():
|
||||
print("ABG_M12_RUNTIME_OK route=BAT002,OUT001,OUT002,OUT003,OUT004 market=true restart=true fixtures=%d input=true targets=48 strict=0 locale=zh_CN,en scale=100" % fixture_count)
|
||||
quit(0)
|
||||
else:
|
||||
for failure in failures:
|
||||
push_error(failure)
|
||||
quit(1)
|
||||
|
||||
|
||||
func _run_route(prepared: Dictionary) -> void:
|
||||
var option_id := String(prepared.active_contract.formation.risk_options[1].risk_option_id)
|
||||
var service := _battle_service()
|
||||
var started: Dictionary = service.begin_battle(BATTLE_OP, option_id)
|
||||
_expect(started.ok, "fixture starts one battle receipt")
|
||||
if not started.ok:
|
||||
return
|
||||
var observed: Dictionary = service.begin_observation(BATTLE_OP, String(started.battle.snapshot_hash))
|
||||
_expect(observed.ok, "BAT-002 observation opens without settlement")
|
||||
if not observed.ok:
|
||||
return
|
||||
var shell := await _new_shell(FIXTURES[1].size, String(FIXTURES[1].locale))
|
||||
shell.show_battle(observed.company, false)
|
||||
shell.battle_paused = false
|
||||
shell._schedule_battle_playback(shell.battle_playback_generation)
|
||||
await _frames(4)
|
||||
_expect(shell.current_screen == "battle" and not shell.battle_opening_mode, "BAT-002 opens the live battlefield")
|
||||
_expect(shell.find_child("BattleLiveNextBoundary", true, false) != null, "BAT-002 exposes the OUT-001 boundary")
|
||||
_verify_buttons(shell, FIXTURES[1].size, "live")
|
||||
|
||||
var guard := 0
|
||||
while shell.battle_live_state != "outcome_locked" and guard < 60:
|
||||
if shell.battle_paused:
|
||||
shell.battle_paused = false
|
||||
shell.advance_battle_phase()
|
||||
await _frames(1)
|
||||
guard += 1
|
||||
_expect(shell.battle_live_state == "outcome_locked", "BAT-002 reaches an immutable outcome lock")
|
||||
var locked_before: Dictionary = service.load_company()
|
||||
_expect(locked_before.ok and String(locked_before.company.active_contract.battle_state.status) == "outcome_locked", "outcome lock persists before settlement")
|
||||
var locked_observation: Dictionary = locked_before.company.active_contract.battle_state.observation if locked_before.ok else {}
|
||||
var locked_hash := String(locked_observation.get("observation_hash", ""))
|
||||
var next_boundary := shell.find_child("BattleLiveNextBoundary", true, false) as Button
|
||||
_expect(next_boundary != null and not next_boundary.disabled, "OUT-001 boundary is actionable")
|
||||
if next_boundary != null:
|
||||
await _touch(next_boundary)
|
||||
_expect(shell.current_screen == "battle_result", "OUT-001 opens Result after explicit settlement")
|
||||
var settled: Dictionary = service.load_company()
|
||||
_expect(settled.ok and String(settled.company.active_contract.battle_state.status) == "result", "settlement enters Result state")
|
||||
if settled.ok:
|
||||
var current_observation: Dictionary = settled.company.active_contract.battle_state.observation
|
||||
_expect(String(current_observation.get("observation_hash", "")) == locked_hash, "settlement preserves the immutable observation hash")
|
||||
_expect(shell.find_child("BattleResultObjective", true, false) != null, "OUT-001 binds objective")
|
||||
_expect(shell.find_child("BattleResultDecisive", true, false) != null, "OUT-001 binds decisive event")
|
||||
_expect(shell.find_child("BattleResultChain", true, false) != null, "OUT-001 binds causal chain")
|
||||
_verify_buttons(shell, FIXTURES[1].size, "result")
|
||||
var continue_button := shell.find_child("BattleResultContinue", true, false) as Button
|
||||
_expect(continue_button != null and not continue_button.disabled, "Result Continue is actionable")
|
||||
if continue_button != null:
|
||||
await _touch(continue_button)
|
||||
var battle: Dictionary = shell.guild_company.active_contract.battle_state
|
||||
var knocked: Array = battle.get("result", {}).get("knocked_out_ids", [])
|
||||
if not knocked.is_empty():
|
||||
_expect(shell.current_screen == "battle_knockout_review", "OUT-002 opens for a knocked-out Recruit")
|
||||
_expect(shell.find_child("BattleKnockoutCurrentGap", true, false) != null, "OUT-002 explains the battle-local gap")
|
||||
_expect(shell.find_child("BattleKnockoutReturnRule", true, false) != null, "OUT-002 preserves the return rule")
|
||||
_verify_buttons(shell, FIXTURES[1].size, "knockout")
|
||||
var acknowledge := shell.find_child("BattleKnockoutAcknowledge", true, false) as Button
|
||||
_expect(acknowledge != null and not acknowledge.disabled, "OUT-002 acknowledgement is actionable")
|
||||
if acknowledge != null:
|
||||
await _touch(acknowledge)
|
||||
else:
|
||||
_expect(shell.current_screen == "battle_reward_choice", "no-knockout Result routes directly to OUT-003")
|
||||
if shell.current_screen == "battle_knockout_review":
|
||||
_expect(shell.current_screen == "battle_reward_choice", "OUT-002 advances to OUT-003")
|
||||
_expect(shell.current_screen == "battle_reward_choice", "OUT-003 reward choice is reachable")
|
||||
_expect(shell.find_child("BattleRewardOptions", true, false) != null, "OUT-003 renders equal decision options")
|
||||
var reward_buttons := _reward_buttons(shell)
|
||||
_expect(reward_buttons.size() >= 2, "OUT-003 provides at least two deterministic options")
|
||||
_verify_buttons(shell, FIXTURES[1].size, "reward")
|
||||
if not reward_buttons.is_empty():
|
||||
var first_reward := reward_buttons[0] as Button
|
||||
var claim := shell.find_child("BattleRewardClaim", true, false) as Button
|
||||
_expect(claim != null and claim.disabled, "Reward claim is disabled before selection")
|
||||
await _touch(first_reward)
|
||||
claim = shell.find_child("BattleRewardClaim", true, false) as Button
|
||||
_expect(claim != null and not claim.disabled, "Reward claim enables after selection")
|
||||
if claim != null:
|
||||
await _touch(claim)
|
||||
_expect(shell.current_screen == "battle_recovery", "OUT-003 advances to OUT-004 after one claim")
|
||||
_expect(shell.find_child("BattleRecoveryRule", true, false) != null, "OUT-004 binds recovery rule")
|
||||
_verify_buttons(shell, FIXTURES[1].size, "recovery")
|
||||
var recovery_commit := shell.find_child("BattleRecoveryCommit", true, false) as Button
|
||||
_expect(recovery_commit != null and not recovery_commit.disabled, "OUT-004 commit is actionable")
|
||||
if recovery_commit != null:
|
||||
await _touch(recovery_commit)
|
||||
_expect(shell.current_screen == "market", "OUT-004 opens the next-stage Market")
|
||||
_expect(shell.find_child("MarketMasterCanvas", true, false) != null, "next-stage Market renders its layout")
|
||||
var recovered: Dictionary = service.load_company()
|
||||
_expect(recovered.ok and String(recovered.company.active_contract.status) == "market", "recovery persists Market status")
|
||||
_expect(recovered.ok and recovered.company.active_contract.get("recovery_receipts", []).size() == 1, "recovery writes one receipt")
|
||||
var stable_ids := _recruit_ids(prepared)
|
||||
_expect(recovered.ok and _recruit_ids(recovered.company) == stable_ids, "recovery preserves Recruit identities")
|
||||
for fixture in FIXTURES:
|
||||
await _verify_fixture_pages(recovered.company if recovered.ok else shell.guild_company, fixture)
|
||||
shell.queue_free()
|
||||
await _frames(5)
|
||||
var resumed_host := await _new_fixture_shell(FIXTURES[0].size, String(FIXTURES[0].locale))
|
||||
var resumed: Control = resumed_host.shell
|
||||
resumed._open_company_destination(recovered.company if recovered.ok else shell.guild_company)
|
||||
await _frames(4)
|
||||
_expect(resumed.current_screen == "market" and resumed.find_child("MarketMasterCanvas", true, false) != null, "restart resumes at the next-stage Market")
|
||||
resumed.queue_free()
|
||||
(resumed_host.viewport as SubViewport).queue_free()
|
||||
await _frames(5)
|
||||
|
||||
|
||||
func _verify_fixture_pages(company: Dictionary, fixture: Dictionary) -> void:
|
||||
var size: Vector2i = fixture.size
|
||||
var locale := String(fixture.locale)
|
||||
var host := await _new_fixture_shell(size, locale)
|
||||
var shell: Control = host.shell
|
||||
var battle: Dictionary = company.active_contract.get("battle_state", {})
|
||||
shell.show_battle_result(company)
|
||||
await _frames(2)
|
||||
_expect(shell.current_screen == "battle_result", "%s %s Result fits" % [size, locale])
|
||||
_verify_buttons(shell, size, "result %s %s" % [size, locale])
|
||||
shell.show_battle_knockout_review(company)
|
||||
await _frames(2)
|
||||
_verify_buttons(shell, size, "knockout %s %s" % [size, locale])
|
||||
if String(battle.get("reward_draft", {}).get("status", "")) == "claimed":
|
||||
# Use the same committed state to verify the post-claim recovery page.
|
||||
shell.show_battle_recovery(company)
|
||||
await _frames(2)
|
||||
_verify_buttons(shell, size, "recovery %s %s" % [size, locale])
|
||||
shell.show_market(company)
|
||||
await _frames(2)
|
||||
_expect(shell.current_screen == "market", "%s %s Market fits" % [size, locale])
|
||||
_verify_buttons(shell, size, "market %s %s" % [size, locale])
|
||||
fixture_count += 1
|
||||
shell.queue_free()
|
||||
(host.viewport as SubViewport).queue_free()
|
||||
await _frames(3)
|
||||
|
||||
|
||||
func _new_shell(viewport_size: Vector2i, locale: String) -> Control:
|
||||
root.size = viewport_size
|
||||
var shell := EntryShell.new()
|
||||
shell.auto_start = false
|
||||
shell.initial_company_service.path = DRAFT_PATH
|
||||
shell.initial_company_service.company_path = COMPANY_PATH
|
||||
root.add_child(shell)
|
||||
await _frames(2)
|
||||
var settings := SettingsStore.new().defaults()
|
||||
settings.setup_completed = true
|
||||
settings.locale = locale
|
||||
settings.text_scale = 1.0
|
||||
shell.settings = settings
|
||||
shell.setup_draft = settings.duplicate(true)
|
||||
return shell
|
||||
|
||||
|
||||
func _new_fixture_shell(viewport_size: Vector2i, locale: String) -> Dictionary:
|
||||
var viewport := SubViewport.new()
|
||||
viewport.name = "M12FixtureViewport"
|
||||
viewport.size = viewport_size
|
||||
viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
|
||||
root.add_child(viewport)
|
||||
var shell := EntryShell.new()
|
||||
shell.auto_start = false
|
||||
shell.initial_company_service.path = DRAFT_PATH
|
||||
shell.initial_company_service.company_path = COMPANY_PATH
|
||||
viewport.add_child(shell)
|
||||
await _frames(2)
|
||||
var settings := SettingsStore.new().defaults()
|
||||
settings.setup_completed = true
|
||||
settings.locale = locale
|
||||
settings.text_scale = 1.0
|
||||
shell.settings = settings
|
||||
shell.setup_draft = settings.duplicate(true)
|
||||
return {"viewport": viewport, "shell": shell}
|
||||
|
||||
|
||||
func _reward_buttons(shell: Control) -> Array[Button]:
|
||||
var result: Array[Button] = []
|
||||
var options := shell.find_child("BattleRewardOptions", true, false)
|
||||
if options == null:
|
||||
return result
|
||||
for child in options.get_children():
|
||||
if child is Button and String(child.name).begins_with("BattleRewardOption_"):
|
||||
result.append(child)
|
||||
return result
|
||||
|
||||
|
||||
func _verify_buttons(node: Node, viewport_size: Vector2i, state: String) -> void:
|
||||
for child in node.get_children():
|
||||
if child is BaseButton and child.is_visible_in_tree():
|
||||
if state.begins_with("market") and String(child.name).begins_with("MarketCategory"):
|
||||
_verify_buttons(child, viewport_size, state)
|
||||
continue
|
||||
var rect := (child as Control).get_global_rect()
|
||||
_expect(rect.size.x >= 47.9 and rect.size.y >= 47.9, "%s button %s is at least 48px (rect=%s)" % [state, child.name, rect])
|
||||
_expect(rect.position.x >= -1.0 and rect.position.y >= -1.0 and rect.end.x <= viewport_size.x + 1.0 and rect.end.y <= viewport_size.y + 1.0, "%s button %s stays inside viewport (rect=%s)" % [state, child.name, rect])
|
||||
_verify_buttons(child, viewport_size, state)
|
||||
|
||||
|
||||
func _create_prepared_company() -> Dictionary:
|
||||
var draft_service := DraftService.new()
|
||||
draft_service.path = DRAFT_PATH
|
||||
draft_service.company_path = COMPANY_PATH
|
||||
var draft: Dictionary = draft_service.begin_or_load(SEED)
|
||||
if not draft.ok:
|
||||
return {}
|
||||
draft_service.set_selection([String(draft.draft.offers[0].offer_id), String(draft.draft.offers[1].offer_id)])
|
||||
if not draft_service.commit_company().ok:
|
||||
return {}
|
||||
var contract_service := ContractService.new()
|
||||
contract_service.company_path = COMPANY_PATH
|
||||
var created: Dictionary = contract_service.create_contract(CONTRACT_OP, "CTR-R1-01", "standard")
|
||||
if not created.ok:
|
||||
return {}
|
||||
var offers: Array = created.company.active_contract.market_board.recruit_offers
|
||||
contract_service.hire_recruit(HIRE_OP_1, String(offers[0].source_offer_id), 14)
|
||||
var hired: Dictionary = contract_service.hire_recruit(HIRE_OP_2, String(offers[1].source_offer_id), 14)
|
||||
if not hired.ok:
|
||||
return {}
|
||||
var formation_service := FormationService.new()
|
||||
formation_service.company_path = COMPANY_PATH
|
||||
var begun: Dictionary = formation_service.begin_formation()
|
||||
var saved: Dictionary = formation_service.save_order(ORDER_OP, begun.formation.base_front_to_rear_ids)
|
||||
var ready: Dictionary = formation_service.accept_readiness(READY_OP, String(saved.receipt.order_hash))
|
||||
return ready.company if ready.ok else {}
|
||||
|
||||
|
||||
func _battle_service() -> RefCounted:
|
||||
var service := BattleService.new()
|
||||
service.company_path = COMPANY_PATH
|
||||
return service
|
||||
|
||||
|
||||
func _recruit_ids(company: Dictionary) -> Array[String]:
|
||||
var result: Array[String] = []
|
||||
for recruit in company.get("owned_recruits", []):
|
||||
result.append(String(recruit.get("recruit_id", "")))
|
||||
return result
|
||||
|
||||
|
||||
func _touch(control: Control) -> void:
|
||||
if control == null:
|
||||
_expect(false, "touch target exists")
|
||||
return
|
||||
var center := control.get_global_rect().get_center()
|
||||
var press := InputEventScreenTouch.new()
|
||||
press.position = center
|
||||
press.pressed = true
|
||||
press.index = 0
|
||||
Input.parse_input_event(press)
|
||||
await _frames(2)
|
||||
var release := InputEventScreenTouch.new()
|
||||
release.position = center
|
||||
release.pressed = false
|
||||
release.index = 0
|
||||
Input.parse_input_event(release)
|
||||
parsed_touches += 1
|
||||
await _frames(5)
|
||||
|
||||
|
||||
func _frames(count: int) -> void:
|
||||
for _index in range(count):
|
||||
await process_frame
|
||||
|
||||
|
||||
func _cleanup() -> void:
|
||||
for path in [DRAFT_PATH, "%s.bak" % DRAFT_PATH, "%s.candidate" % DRAFT_PATH, "%s.bak.candidate" % DRAFT_PATH, COMPANY_PATH, "%s.bak" % COMPANY_PATH, "%s.candidate" % COMPANY_PATH, "%s.bak.candidate" % COMPANY_PATH, "%s.corrupt" % COMPANY_PATH]:
|
||||
if FileAccess.file_exists(path):
|
||||
DirAccess.remove_absolute(path)
|
||||
|
||||
|
||||
func _expect(condition: bool, message: String) -> void:
|
||||
if not condition:
|
||||
failures.append("M12 Runtime: %s" % message)
|
||||
Reference in New Issue
Block a user