feat(m12): wire outcome recovery runtime route

Co-Authored-By: Codex <noreply@anthropic.com>
This commit is contained in:
2026-08-25 06:36:51 +08:00
co-authored by Codex
parent 0ae1fbd0a0
commit 3e12969e39
2 changed files with 546 additions and 4 deletions
+222 -4
View File
@@ -164,6 +164,8 @@ var battle_notice := ""
var battle_playback_generation := 0
var battle_playback_timer: Timer
var battle_result_diagnosis_open := false
var battle_reward_selected_id := ""
var battle_reward_notice := ""
var battle_opening_mode := false
var battle_opening_state := "ready_to_observe"
var battle_opening_notice := ""
@@ -4975,7 +4977,7 @@ func _build_battle_live_bottom(parent: Control, company: Dictionary, battle: Dic
match battle_live_state:
"outcome_locked":
next_text = "OUT-001"
next_action = Callable(self, "_battle_live_outcome_handoff")
next_action = Callable(self, "_battle_live_commit_outcome")
next_disabled = false
next_tooltip = _tr("OUT-001 负责结果诊断", "OUT-001 owns result diagnosis")
"inspect_handoff", "pause_controls_handoff":
@@ -5570,6 +5572,22 @@ func _battle_live_outcome_handoff() -> void:
_render_battle_live()
func _battle_live_commit_outcome() -> void:
if battle_live_state != "outcome_locked":
return
battle_service.company_path = initial_company_service.company_path
var settled: Dictionary = battle_service.settle_observation_outcome(battle_operation_id)
if not settled.ok:
battle_live_notice = _battle_error_text(String(settled.get("code", "OUTCOME_SETTLEMENT_FAILED")))
_render_battle_live()
return
guild_company = settled.company.duplicate(true)
battle_result_diagnosis_open = false
battle_reward_selected_id = ""
battle_reward_notice = ""
show_battle_result(guild_company)
func _battle_live_open_bat006() -> void:
if battle_live_state != "interrupted_background":
return
@@ -5991,7 +6009,7 @@ func show_battle_result(company := {}) -> void:
context.add_child(detail)
var footer := HBoxContainer.new()
footer.name = "BattleResultFooter"
footer.custom_minimum_size = Vector2(0, 46 if short_result else 52)
footer.custom_minimum_size = Vector2(0, 48 if short_result else 52)
footer.add_theme_constant_override("separation", 8)
layout.add_child(footer)
var inspect := _company_button("BattleResultDiagnosis", _tr("因果详情", "Cause Details"), toggle_battle_result_diagnosis, "company_secondary", "inspect")
@@ -6013,7 +6031,21 @@ func toggle_battle_result_diagnosis() -> void:
func continue_from_battle_result() -> void:
show_battle_knockout_review(guild_company)
var battle: Dictionary = guild_company.get("active_contract", {}).get("battle_state", {})
var reward_draft: Dictionary = battle.get("reward_draft", {})
var knocked: Array = battle.get("result", {}).get("knocked_out_ids", [])
if not reward_draft.is_empty() and String(reward_draft.get("status", "open")) == "open":
if not knocked.is_empty():
show_battle_knockout_review(guild_company)
else:
show_battle_reward_choice(guild_company)
return
# Legacy DEV-5 settlement receipts have no reward draft. Preserve their
# historical route while the observation path uses OUT-003 explicitly.
if not knocked.is_empty():
show_battle_knockout_review(guild_company)
else:
show_battle_recovery(guild_company)
func show_battle_knockout_review(company := {}) -> void:
@@ -6095,7 +6127,186 @@ func show_battle_knockout_review(company := {}) -> void:
func acknowledge_battle_knockout(company := {}) -> void:
show_battle_recovery(company)
var resolved: Dictionary = Dictionary(company).duplicate(true) if company is Dictionary else guild_company.duplicate(true)
var battle: Dictionary = resolved.get("active_contract", {}).get("battle_state", {})
var reward_draft: Dictionary = battle.get("reward_draft", {})
if not reward_draft.is_empty() and String(reward_draft.get("status", "open")) == "open":
show_battle_reward_choice(resolved)
else:
show_battle_recovery(resolved)
func show_battle_reward_choice(company := {}) -> void:
var resolved: Dictionary = Dictionary(company).duplicate(true) if company is Dictionary else guild_company.duplicate(true)
var battle: Dictionary = resolved.get("active_contract", {}).get("battle_state", {})
var draft: Dictionary = battle.get("reward_draft", {})
if draft.is_empty() or String(draft.get("status", "open")) != "open":
show_battle_recovery(resolved)
return
guild_company = resolved
current_screen = "battle_reward_choice"
_build_world_base()
var frame_safe := _framed_page_safe("BattleReward")
frame_safe.add_child(_entry_chrome("BattleRewardFrame", "initial_company_scene_frame"))
var safe := _content_page_safe("BattleReward")
var layout := VBoxContainer.new()
layout.name = "BattleRewardLayout"
layout.add_theme_constant_override("separation", 6)
safe.add_child(layout)
var header := HBoxContainer.new()
header.name = "BattleRewardHeader"
header.custom_minimum_size = Vector2(0, 48 if size.y < 500.0 else 58)
layout.add_child(header)
var heading := VBoxContainer.new()
heading.size_flags_horizontal = Control.SIZE_EXPAND_FILL
header.add_child(heading)
heading.add_child(_label(_tr("奖励选择", "REWARD CHOICE"), _scaled(21), Color("#f5ead0")))
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")))
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"))
paid.name = "BattleRewardPaid"
paid.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
header.add_child(paid)
var body := HBoxContainer.new()
body.name = "BattleRewardBody"
body.size_flags_vertical = Control.SIZE_EXPAND_FILL
body.add_theme_constant_override("separation", 14)
layout.add_child(body)
var options_box := VBoxContainer.new()
options_box.name = "BattleRewardOptions"
options_box.size_flags_horizontal = Control.SIZE_EXPAND_FILL
options_box.size_flags_stretch_ratio = 1.25
options_box.add_theme_constant_override("separation", 6)
body.add_child(options_box)
var options_title := _label(_tr("同等决策区", "EQUAL DECISION REGIONS"), _scaled(10), Color("#e8d39d"))
options_title.name = "BattleRewardOptionsTitle"
options_box.add_child(options_title)
for raw_option in draft.get("options", []):
var option: Dictionary = raw_option
var reward_id := String(option.get("reward_id", ""))
var selected := reward_id == battle_reward_selected_id
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")
option_button.custom_minimum_size = Vector2(0, 64 if size.y < 500.0 else 72)
option_button.tooltip_text = _battle_reward_option_detail(option)
options_box.add_child(option_button)
var context := VBoxContainer.new()
context.name = "BattleRewardContext"
context.custom_minimum_size = Vector2(minf(360.0, size.x * 0.38), 0)
context.add_theme_constant_override("separation", 5)
body.add_child(context)
context.add_child(_label(_tr("当前选项", "SELECTED OPTION"), _scaled(10), Color("#e8d39d")))
var selected_option := _reward_option_from_draft(draft, battle_reward_selected_id)
if selected_option.is_empty():
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")))
else:
var selected_detail := _label(_battle_reward_option_detail(selected_option), _scaled(12), Color("#f5ead0"))
selected_detail.name = "BattleRewardSelectedDetail"
selected_detail.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
selected_detail.size_flags_vertical = Control.SIZE_EXPAND_FILL
context.add_child(selected_detail)
if not battle_reward_notice.is_empty():
var notice := _label(battle_reward_notice, _scaled(10), Color("#ffd4d4"))
notice.name = "BattleRewardNotice"
notice.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
context.add_child(notice)
var footer := HBoxContainer.new()
footer.name = "BattleRewardFooter"
footer.custom_minimum_size = Vector2(0, 46 if size.y < 500.0 else 52)
footer.add_theme_constant_override("separation", 8)
layout.add_child(footer)
var back := _company_button("BattleRewardBack", _tr("返回结果", "Back to Result"), show_battle_result.bind(resolved), "company_utility", "back")
footer.add_child(back)
var spacer := Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
footer.add_child(spacer)
var skip := _company_button("BattleRewardSkip", _tr("跳过奖励", "Skip Reward"), decline_battle_reward, "company_utility", "back")
skip.custom_minimum_size = Vector2(180, footer.custom_minimum_size.y)
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")
footer.add_child(skip)
var claim := _company_button("BattleRewardClaim", _tr("领取所选奖励", "Claim Selected Reward"), commit_battle_reward, "company_primary", "confirm")
claim.custom_minimum_size = Vector2(250, footer.custom_minimum_size.y)
claim.disabled = selected_option.is_empty()
claim.tooltip_text = _tr("提交一次奖励回执", "Submit one reward receipt")
footer.add_child(claim)
back.call_deferred("grab_focus")
func select_battle_reward(reward_id: String) -> void:
var battle: Dictionary = guild_company.get("active_contract", {}).get("battle_state", {})
var draft: Dictionary = battle.get("reward_draft", {})
if _reward_option_from_draft(draft, reward_id).is_empty():
return
battle_reward_selected_id = reward_id
battle_reward_notice = ""
show_battle_reward_choice(guild_company)
func commit_battle_reward() -> void:
if battle_reward_selected_id.is_empty():
battle_reward_notice = _tr("请先选择一个奖励。", "Select a reward first.")
show_battle_reward_choice(guild_company)
return
battle_service.company_path = initial_company_service.company_path
var loaded: Dictionary = battle_service.load_company()
if not loaded.ok:
battle_reward_notice = _battle_error_text(String(loaded.get("code", "REWARD_LOAD_FAILED")))
show_battle_reward_choice(guild_company)
return
var battle: Dictionary = loaded.company.active_contract.get("battle_state", {})
var operation_id := ("%s|reward|%s" % [String(battle.get("operation_id", "")), battle_reward_selected_id]).sha256_text().substr(0, 32)
var claimed: Dictionary = battle_service.claim_reward(operation_id, battle_reward_selected_id, String(battle.get("operation_id", "")))
if not claimed.ok:
battle_reward_notice = _battle_error_text(String(claimed.get("code", "REWARD_FAILED")))
show_battle_reward_choice(loaded.company)
return
guild_company = claimed.company.duplicate(true)
battle_reward_notice = ""
battle_reward_selected_id = ""
show_battle_recovery(guild_company)
func decline_battle_reward() -> void:
battle_service.company_path = initial_company_service.company_path
var loaded: Dictionary = battle_service.load_company()
if not loaded.ok:
battle_reward_notice = _battle_error_text(String(loaded.get("code", "REWARD_LOAD_FAILED")))
show_battle_reward_choice(guild_company)
return
var battle: Dictionary = loaded.company.active_contract.get("battle_state", {})
var operation_id := ("%s|reward|decline" % String(battle.get("operation_id", ""))).sha256_text().substr(0, 32)
var declined: Dictionary = battle_service.decline_reward(operation_id, String(battle.get("operation_id", "")))
if not declined.ok:
battle_reward_notice = _battle_error_text(String(declined.get("code", "REWARD_FAILED")))
show_battle_reward_choice(loaded.company)
return
guild_company = declined.company.duplicate(true)
battle_reward_selected_id = ""
battle_reward_notice = ""
show_battle_recovery(guild_company)
func _reward_option_from_draft(draft: Dictionary, reward_id: String) -> Dictionary:
if reward_id.is_empty():
return {}
for raw_option in draft.get("options", []):
var option: Dictionary = raw_option
if String(option.get("reward_id", "")) == reward_id:
return option.duplicate(true)
return {}
func _battle_reward_option_title(option: Dictionary, selected: bool = false) -> String:
var marker := "◆ " if selected else "◇ "
var kind := String(option.get("kind", ""))
if kind == "equipment":
return "%s%s" % [marker, _tr("免费装备 · %s", "FREE EQUIPMENT · %s") % _content_name("equipment", String(option.get("catalog_id", "")))]
return "%s%s" % [marker, _tr("金币储备 · +%d", "COIN RESERVE · +%d") % int(option.get("amount", 0))]
func _battle_reward_option_detail(option: Dictionary) -> String:
return _tr(
"改变:%s\n目标:%s\n冲突:%s\n跳过:%s",
"Changes: %s\nTarget: %s\nConflict: %s\nSkip: %s"
) % [String(option.get("next_decision", "")), String(option.get("eligible_target", "")), String(option.get("conflict", "")), String(option.get("skip_outcome", ""))]
func show_battle_recovery(company := {}) -> void:
@@ -7386,6 +7597,13 @@ func _battle_error_text(code: String) -> String:
"BATTLE_READINESS_REQUIRED": return _tr("请先接受准备检查。", "Accept Readiness first.")
"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.")
"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.")
"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.")
"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.")
"REWARD_RESULT_REQUIRED": return _tr("请先完成结果结算。", "Complete result settlement first.")
"REWARD_DRAFT_MISSING": return _tr("本场没有可用的奖励草案。", "No reward draft is available for this battle.")
"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.")
"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.")
"RECOVERY_REWARD_REQUIRED": return _tr("请先领取或跳过本场奖励。", "Claim or skip this battle's reward first.")
"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.")
"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.")
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
+324
View File
@@ -0,0 +1,324 @@
extends SceneTree
const EntryShell = preload("res://entry/entry_shell.gd")
const SettingsStore = preload("res://entry/settings_store.gd")
const DraftService = preload("res://entry/initial_company_draft_service.gd")
const ContractService = preload("res://entry/guild_contract_service.gd")
const FormationService = preload("res://entry/formation_risk_service.gd")
const BattleService = preload("res://entry/battle_service.gd")
const DRAFT_PATH := "user://m12_runtime_draft.json"
const COMPANY_PATH := "user://m12_runtime_company.json"
const SEED := "97531eca86420bdf97531eca86420bdf"
const CONTRACT_OP := "abcdef0123456789abcdef0123456789"
const HIRE_OP_1 := "11112222333344445555666677778888"
const HIRE_OP_2 := "88887777666655554444333322221111"
const ORDER_OP := "fedcba9876543210fedcba9876543210"
const READY_OP := "0123456789abcdef0123456789abcdef"
const BATTLE_OP := "2468ace013579bdf2468ace013579bdf"
const FIXTURES := [
{"size": Vector2i(760, 360), "locale": "zh_CN"},
{"size": Vector2i(844, 390), "locale": "en"},
{"size": Vector2i(1280, 720), "locale": "zh_CN"},
{"size": Vector2i(1280, 720), "locale": "en"},
]
var failures: Array[String] = []
var parsed_touches := 0
var fixture_count := 0
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
_cleanup()
root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND
var prepared := _create_prepared_company()
_expect(not prepared.is_empty(), "fixture prepares a four-member Company")
if not prepared.is_empty():
await _run_route(prepared)
_cleanup()
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)