From bb1badfeb9e97f57fc45ecb01aa546a6c2d4fce5 Mon Sep 17 00:00:00 2001 From: wusumac <736139669@qq.com> Date: Fri, 14 Aug 2026 21:58:53 +0800 Subject: [PATCH] feat(runtime): add P9.6 risk recovery flow --- runtime/p9_3/core_loop_controller.gd | 349 ++++++++++++++++-- .../tests/p9_6/risk_recovery_runtime_test.gd | 327 ++++++++++++++++ .../p9_6/risk_recovery_runtime_test.gd.uid | 1 + 3 files changed, 645 insertions(+), 32 deletions(-) create mode 100644 runtime/tests/p9_6/risk_recovery_runtime_test.gd create mode 100644 runtime/tests/p9_6/risk_recovery_runtime_test.gd.uid diff --git a/runtime/p9_3/core_loop_controller.gd b/runtime/p9_3/core_loop_controller.gd index fb72eb61..8ed5b76c 100644 --- a/runtime/p9_3/core_loop_controller.gd +++ b/runtime/p9_3/core_loop_controller.gd @@ -5,6 +5,7 @@ const Service = preload("res://p9_3/core_loop_service.gd") const State = preload("res://p9_3/core_loop_state.gd") const Rules = preload("res://domain/p9_2/battle_rules.gd") const AnimationAdapter = preload("res://presentation/animation_adapter.gd") +const SaveService = preload("res://p9_6/save_service.gd") const HALL_BACKGROUND = preload("res://assets/backgrounds/p9_3_guild_hall.png") const FIELD_BACKGROUND = preload("res://assets/backgrounds/first_expedition_field.png") @@ -56,6 +57,7 @@ const CORAL := Color("#ff7478") const JADE := Color("#75e0a4") var service := Service.new() +var save_service := SaveService.new() var animation := AnimationAdapter.new() var display_root: Control var ambient_actors: Dictionary = {} @@ -78,6 +80,8 @@ var speed_multiplier := 1 var paused := false var returned_from_battle := false var render_queued := false +var continue_snapshot: Dictionary = {} +@export var persistence_enabled := true func _ready() -> void: @@ -86,6 +90,10 @@ func _ready() -> void: ui_theme.default_font = UI_FONT theme = ui_theme animation.load_specs(ANIMATION_SPECS) + if persistence_enabled: + var loaded: Dictionary = save_service.load_snapshot() + if loaded.ok: + continue_snapshot = Dictionary(loaded.snapshot).duplicate(true) display_root = Control.new() display_root.name = "P93DisplayRoot" display_root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) @@ -108,16 +116,30 @@ func _process(delta: float) -> void: func enter_hall() -> void: + if persistence_enabled: + save_service.clear() + continue_snapshot.clear() if service.enter_hall().ok: + _save_stable() _queue_render_current() +func continue_saved_loop() -> void: + if continue_snapshot.is_empty() or not service.state.restore_snapshot(continue_snapshot): + continue_snapshot.clear() + _queue_render_current() + return + returned_from_battle = service.state.reward_receipts.size() > 0 + _queue_render_current() + + func tap_offer(member_id: String) -> void: if service.state.phase != State.Phase.HALL: return if service.state.focused_offer == member_id: var result: Dictionary = service.hire(member_id) if result.ok: + _save_stable() _queue_render_current() return if service.focus_offer(member_id).ok: @@ -131,6 +153,19 @@ func tap_equipment(item_id: String) -> void: func tap_equipment_wearer(member_id: String) -> void: if service.equip_focused(member_id).ok: + _save_stable() + _queue_render_current() + + +func tap_rift_tide_plan(plan_id: String) -> void: + if service.choose_rift_tide_plan(plan_id).ok: + _save_stable() + _queue_render_current() + + +func recover_injured_company() -> void: + if service.recover_injured_company().ok: + _save_stable() _queue_render_current() @@ -141,10 +176,12 @@ func tap_encounter(encounter_id: String) -> void: start_selected_battle() return if service.select_encounter(encounter_id).ok: + _save_stable() _queue_render_current() func start_selected_battle() -> void: + _save_stable() var result: Dictionary = service.start_battle() if not result.ok: return @@ -178,10 +215,14 @@ func claim_and_return() -> void: return battle_visual_active = false returned_from_battle = true + _save_stable() _queue_render_current() func reset_loop() -> void: + if persistence_enabled: + save_service.clear() + continue_snapshot.clear() service.state.reset() service.battle.state.reset() battle_visual_active = false @@ -189,6 +230,18 @@ func reset_loop() -> void: _queue_render_current() +func _notification(what: int) -> void: + if what in [NOTIFICATION_APPLICATION_PAUSED, NOTIFICATION_APPLICATION_FOCUS_OUT, NOTIFICATION_WM_CLOSE_REQUEST]: + _save_stable() + + +func _save_stable() -> bool: + if not persistence_enabled or service.state.phase not in [State.Phase.HALL, State.Phase.ENCOUNTER]: + return false + var result: Dictionary = save_service.save_snapshot(service.state.snapshot()) + return bool(result.ok) + + func _queue_render_current() -> void: if render_queued: return @@ -248,17 +301,29 @@ func _render_title() -> void: subtitle.position = Vector2(size.x * 0.058, size.y * 0.39) subtitle.size = Vector2(size.x * 0.48, 34) display_root.add_child(subtitle) - var start := _action_button("P93EnterHallButton", _tr("进入公会", "ENTER THE GUILD"), enter_hall) - start.position = Vector2(size.x * 0.058, size.y * 0.62) + var has_continue := not continue_snapshot.is_empty() + var start := _action_button("P93EnterHallButton", _tr("新远征", "NEW EXPEDITION") if has_continue else _tr("进入公会", "ENTER THE GUILD"), enter_hall) + start.position = Vector2(size.x * 0.058, size.y * (0.55 if has_continue else 0.62)) start.size = Vector2(minf(270.0, size.x * 0.34), 56) display_root.add_child(start) + if has_continue: + var continue_button := _action_button("P96ContinueButton", _tr("继续远征", "CONTINUE EXPEDITION"), continue_saved_loop) + continue_button.position = Vector2(size.x * 0.058, size.y * 0.73) + continue_button.size = Vector2(minf(270.0, size.x * 0.34), 52) + display_root.add_child(continue_button) func _render_hall() -> void: if service.equipment_choice_available(): _render_equipment_hall() return - if service.state.reward_receipts.size() >= 3 and service.state.equipment_receipts.size() == 1: + if service.state.recovery_required: + _render_injury_recovery_hall() + return + if service.state.reward_receipts.size() >= 4: + _render_rift_tide_return_hall() + return + if service.state.reward_receipts.size() == 3 and service.state.equipment_receipts.size() == 1: _render_growth_return_hall() return _add_background(HALL_BACKGROUND) @@ -432,51 +497,186 @@ func _render_equipment_hall() -> void: func _render_growth_return_hall() -> void: _add_background(HALL_BACKGROUND) - _add_compact_hud(_tr("钟门凯旋", "BELL BREACH CLEARED"), service.state.coin, service.state.company.size()) - var headline := _outlined_label(_tr("全员升级 · 第三战奖励 +%d 金币" % service.state.last_reward, "COMPANY LEVEL UP · THIRD REWARD +%d COIN" % service.state.last_reward), 18, GOLD_LIGHT) + _add_compact_hud(_tr("裂潮逼近", "RIFT TIDE APPROACHES"), service.state.coin, service.state.company.size()) + var headline := _outlined_label(_tr("钟门凯旋 · 伤势将带入连续两波", "BELL CLEARED · CURRENT HP CARRIES INTO TWO WAVES"), 16, GOLD_LIGHT) headline.name = "P95GrowthHeadline" - headline.position = Vector2(size.x * 0.20, 64) - headline.size = Vector2(size.x * 0.60, 46) + headline.position = Vector2(size.x * 0.13, 60) + headline.size = Vector2(size.x * 0.52, 44) headline.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER display_root.add_child(headline) - var actor_height := clampf(size.y * 0.36, 122.0, 146.0) - var spacing := size.x * 0.25 - var start_x := size.x * 0.16 + var actor_height := clampf(size.y * 0.31, 112.0, 126.0) + var spacing := size.x * 0.18 + var start_x := size.x * 0.055 for index in range(service.state.company.size()): var member_id: String = service.state.company[index] var actor_position := Vector2(start_x + index * spacing, size.y - actor_height - 18) _add_ground_ring(actor_position + Vector2(actor_height * 0.5, actor_height * 0.90), actor_height * 0.80, GOLD if not String(service.state.equipped_items[member_id]).is_empty() else CYAN, "P95GrowthRing_%s" % member_id) _add_actor(member_id, actor_position, actor_height, "P93Company_%s" % member_id, true, "victory" if member_id == "Hearthguard" else "idle") - _add_member_status(member_id, actor_position + Vector2(-10, -54), Vector2(actor_height + 20, 52), "P95GrowthStatus_%s" % member_id) - var item_id := String(service.state.equipped_items[member_id]) - if not item_id.is_empty(): - var icon := TextureRect.new() - icon.name = "P95EquippedIcon_%s" % member_id - icon.custom_minimum_size = Vector2.ZERO - icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE - icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED - icon.texture = _equipment_texture(item_id) - icon.position = actor_position + Vector2(actor_height - 20, actor_height * 0.34) - icon.size = Vector2(54, 54) - icon.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST - icon.mouse_filter = Control.MOUSE_FILTER_IGNORE - display_root.add_child(icon) + _add_member_status(member_id, actor_position + Vector2(-8, -48), Vector2(actor_height + 16, 38), "P95GrowthStatus_%s" % member_id, true) + _add_member_condition(member_id, actor_position + Vector2(-8, -16), Vector2(actor_height + 16, 30), "P96Condition_%s" % member_id) + _add_equipped_icon(member_id, actor_position + Vector2(actor_height - 18, actor_height * 0.38)) + + var plan_caption := _outlined_label(_tr("裂潮计划 · 现在选择", "RIFT TIDE PLAN · CHOOSE NOW"), 13, WHITE) + plan_caption.name = "P96PlanHeadline" + plan_caption.position = Vector2(size.x * 0.63, 62) + plan_caption.size = Vector2(size.x * 0.34, 36) + plan_caption.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(plan_caption) + _render_plan_target( + "press_on", + Vector2(size.x * 0.70, size.y * 0.67), + _tr("直接追击", "PRESS ON"), + _tr("0 金币 · 保留当前 HP", "0 COIN · KEEP CURRENT HP"), + CORAL + ) + _render_plan_target( + "recover", + Vector2(size.x * 0.88, size.y * 0.67), + _tr("整队恢复", "RECOVER FIRST"), + _tr("6 金币 · 全员满 HP", "6 COIN · FULL HP"), + JADE + ) + + +func _render_plan_target(plan_id: String, center: Vector2, title_text: String, consequence: String, color: Color) -> void: + _add_ground_ring(center + Vector2(0, 32), 112, color, "P96PlanRing_%s" % plan_id) + if plan_id == "press_on": + var lead := _add_actor("Riftblade", center + Vector2(-49, -56), 60, "P96PlanEnemy_0", true, "advance") + lead.modulate = Color(1.0, 0.76, 0.82, 1.0) + var rear := _add_actor("Riftblade", center + Vector2(4, -44), 48, "P96PlanEnemy_1", true, "advance") + rear.modulate = Color(0.78, 0.86, 1.0, 1.0) + else: + var recovery_icon := TextureRect.new() + recovery_icon.name = "P96PlanRecoveryIcon" + recovery_icon.texture = HEAL_VFX + recovery_icon.custom_minimum_size = Vector2.ZERO + recovery_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + recovery_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED + recovery_icon.position = center + Vector2(-42, -58) + recovery_icon.size = Vector2(84, 84) + recovery_icon.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST + recovery_icon.mouse_filter = Control.MOUSE_FILTER_IGNORE + display_root.add_child(recovery_icon) + var caption := _outlined_label("%s\n%s" % [title_text, consequence], 10, color) + caption.name = "P96PlanCaption_%s" % plan_id + caption.position = center + Vector2(-72, 36) + caption.size = Vector2(144, 48) + caption.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(caption) + var target := _actor_target("P96PlanTarget_%s" % plan_id, center + Vector2(-62, -68), Vector2(124, 156), tap_rift_tide_plan.bind(plan_id)) + target.tooltip_text = "%s · %s" % [title_text, consequence] + display_root.add_child(target) + + +func _render_injury_recovery_hall() -> void: + _add_background(HALL_BACKGROUND) + var defeated := service.state.last_outcome == "defeat" + var cost := service.injury_recovery_cost() + _add_compact_hud(_tr("裂潮败退", "RIFT TIDE DEFEAT") if defeated else _tr("裂潮凯旋", "RIFT TIDE CLEARED"), service.state.coin, service.state.company.size()) + var headline_text := _tr("两波击溃了队伍 · 无奖励、无人丢失", "TWO WAVES BROKE THE LINE · NO REWARD, NO ONE LOST") if defeated else _tr("胜利 +20 金币 · 倒下队员等待恢复", "VICTORY +20 COIN · FALLEN RECRUITS NEED RECOVERY") + var headline := _outlined_label(headline_text, 16, CORAL if defeated else GOLD_LIGHT) + headline.name = "P96RecoveryHeadline" + headline.position = Vector2(size.x * 0.17, 62) + headline.size = Vector2(size.x * 0.66, 44) + headline.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(headline) + + var actor_height := clampf(size.y * 0.33, 118.0, 134.0) + var spacing := size.x * 0.19 + var start_x := size.x * 0.10 + for index in range(service.state.company.size()): + var member_id: String = service.state.company[index] + var actor_position := Vector2(start_x + index * spacing, size.y - actor_height - 18) + var injured := member_id in service.state.injured_members + _add_ground_ring(actor_position + Vector2(actor_height * 0.5, actor_height * 0.90), actor_height * 0.78, CORAL if injured else JADE, "P96RecoveryRing_%s" % member_id) + var actor := _add_actor(member_id, actor_position, actor_height, "P96RecoveryActor_%s" % member_id, true) + actor.modulate = Color(0.72, 0.72, 0.78, 1.0) if injured else Color.WHITE + _add_member_condition(member_id, actor_position + Vector2(-8, -18), Vector2(actor_height + 16, 34), "P96RecoveryCondition_%s" % member_id) + _add_equipped_icon(member_id, actor_position + Vector2(actor_height - 18, actor_height * 0.40)) + + var recovery_label := _outlined_label( + _tr("支付 %d 金币,全员恢复;失败重试不会重复奖励" % cost, "PAY %d COIN TO RESTORE ALL; RETRY CANNOT DUPLICATE REWARDS" % cost), + 12, + JADE + ) + recovery_label.name = "P96RecoveryDetail" + recovery_label.position = Vector2(size.x * 0.58, size.y * 0.43) + recovery_label.size = Vector2(size.x * 0.38, 52) + recovery_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(recovery_label) + var recovery_button := _action_button("P96RecoveryButton", _tr("恢复队伍 ◆ %d" % cost, "RECOVER COMPANY ◆ %d" % cost), recover_injured_company) + recovery_button.position = Vector2(size.x * 0.66, size.y * 0.68) + recovery_button.size = Vector2(size.x * 0.25, 54) + recovery_button.disabled = service.state.coin < cost + display_root.add_child(recovery_button) + + +func _render_rift_tide_return_hall() -> void: + _add_background(HALL_BACKGROUND) + _add_compact_hud(_tr("裂潮归来", "RIFT TIDE RETURN"), service.state.coin, service.state.company.size()) + var receipt: Dictionary = service.state.rift_tide_result_receipts[-1] if not service.state.rift_tide_result_receipts.is_empty() else {} + var final_hp: Dictionary = Dictionary(receipt.get("member_hp", service.state.member_condition)).duplicate(true) + var xp_members: Array = [] + if not service.state.xp_receipts.is_empty(): + xp_members = Array(service.state.xp_receipts[-1].get("members", [])) + var xp_names: Array[String] = [] + for row in xp_members: + xp_names.append(_member_name(String(row.get("member_id", "")))) + var headline := _outlined_label(_tr("裂潮已平息 · +20 金币", "RIFT TIDE BROKEN · +20 COIN"), 19, GOLD_LIGHT) + headline.name = "P96FinalHeadline" + headline.position = Vector2(size.x * 0.18, 60) + headline.size = Vector2(size.x * 0.64, 44) + headline.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(headline) + var xp_text := ", ".join(xp_names) + var detail := _outlined_label( + _tr("存活者 +18 XP:%s\n所有队员与装备均已保留" % xp_text, "SURVIVORS +18 XP: %s\nALL RECRUITS AND EQUIPMENT PRESERVED" % xp_text), + 11, + JADE + ) + detail.name = "P96FinalDetail" + detail.position = Vector2(size.x * 0.24, 99) + detail.size = Vector2(size.x * 0.52, 50) + detail.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(detail) + var actor_height := clampf(size.y * 0.34, 120.0, 138.0) + var spacing := size.x * 0.24 + var start_x := size.x * 0.14 + for index in range(service.state.company.size()): + var member_id: String = service.state.company[index] + var actor_position := Vector2(start_x + index * spacing, size.y - actor_height - 18) + _add_ground_ring(actor_position + Vector2(actor_height * 0.5, actor_height * 0.90), actor_height * 0.80, GOLD if not String(service.state.equipped_items[member_id]).is_empty() else JADE, "P96FinalRing_%s" % member_id) + _add_actor(member_id, actor_position, actor_height, "P96FinalActor_%s" % member_id, true, "victory" if member_id == "Hearthguard" else "idle") + var maximum := int(Rules.member_definition(member_id).get("max_hp", 0)) + var battle_hp := int(final_hp.get(member_id, 0)) + var condition := _outlined_label(_tr("战斗末 %d/%d HP" % [battle_hp, maximum], "BATTLE END %d/%d HP" % [battle_hp, maximum]), 9, CORAL if battle_hp <= 0 else JADE) + condition.name = "P96FinalCondition_%s" % member_id + condition.position = actor_position + Vector2(-12, -18) + condition.size = Vector2(actor_height + 24, 32) + condition.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(condition) + _add_member_status(member_id, actor_position + Vector2(-12, actor_height - 30), Vector2(actor_height + 24, 42), "P96FinalStatus_%s" % member_id, true) + _add_equipped_icon(member_id, actor_position + Vector2(actor_height - 18, actor_height * 0.38)) func _render_encounters() -> void: _add_background(HALL_BACKGROUND) var p95_bell_only := service.state.reward_receipts.size() == 2 and service.state.equipment_receipts.size() == 1 - _add_compact_hud(_tr("检验新装备", "TEST THE NEW EQUIPMENT") if p95_bell_only else _tr("选择下一场战斗", "CHOOSE THE NEXT FIGHT"), service.state.coin, service.state.company.size()) - var actor_height := 100.0 if p95_bell_only else clampf(size.y * 0.30, 100.0, 126.0) + var p96_rift_only := service.state.reward_receipts.size() == 3 and not service.state.rift_tide_plan.is_empty() + var encounter_context := _tr("裂潮追击 · 连续两波", "RIFT TIDE · TWO WAVES") if p96_rift_only else (_tr("检验新装备", "TEST THE NEW EQUIPMENT") if p95_bell_only else _tr("选择下一场战斗", "CHOOSE THE NEXT FIGHT")) + _add_compact_hud(encounter_context, service.state.coin, service.state.company.size()) + var actor_height := 100.0 if p95_bell_only or p96_rift_only else clampf(size.y * 0.30, 100.0, 126.0) for index in range(service.state.company.size()): var member_id: String = service.state.company[index] - var actor_position := Vector2(16 + index * 100, size.y - actor_height - 16) if p95_bell_only else Vector2(36 + index * actor_height * 0.57, size.y - actor_height - 16) + var actor_position := Vector2(16 + index * 100, size.y - actor_height - 16) if p95_bell_only or p96_rift_only else Vector2(36 + index * actor_height * 0.57, size.y - actor_height - 16) _add_actor(member_id, actor_position, actor_height, "P93Ready_%s" % member_id, true, "advance") if p95_bell_only: _add_member_status(member_id, actor_position + Vector2(0, -40), Vector2(96, 40), "P95ReadyStatus_%s" % member_id, true) + elif p96_rift_only: + _add_member_condition(member_id, actor_position + Vector2(0, -34), Vector2(96, 34), "P96ReadyCondition_%s" % member_id) - var encounter_ids := ["bell_breach"] if p95_bell_only else ["open_road", "crosswind", "bell_breach"] - var start_x := size.x * (0.72 if p95_bell_only else 0.43) + var encounter_ids := ["rift_tide"] if p96_rift_only else (["bell_breach"] if p95_bell_only else ["open_road", "crosswind", "bell_breach"]) + var start_x := size.x * (0.73 if p95_bell_only or p96_rift_only else 0.43) var spacing := size.x * 0.18 for index in range(encounter_ids.size()): var encounter_id: String = encounter_ids[index] @@ -489,7 +689,7 @@ func _render_encounters() -> void: var enemy_size := actor_height * (0.58 if enemy_index == 0 else 0.48) var enemy_pos := Vector2(center.x - enemy_size * 0.58 + enemy_index * 34, size.y - enemy_size - 58 - enemy_index * 10) var enemy := _add_actor("Riftblade", enemy_pos, enemy_size, "P93EncounterEnemy_%s_%d" % [encounter_id, enemy_index], true) - enemy.modulate = Color(1.0, 0.75, 0.82, 1.0) if encounter_id == "bell_breach" else Color.WHITE + enemy.modulate = Color(1.0, 0.75, 0.82, 1.0) if encounter_id in ["bell_breach", "rift_tide"] else Color.WHITE var caption := _outlined_label("%s\n%s ◆ +%d" % [_encounter_name(encounter_id), _tr(String(data.pressure_zh), String(data.pressure_en)), int(data.reward)], 10, GOLD_LIGHT if selected else WHITE) caption.name = "P93EncounterCaption_%s" % encounter_id caption.position = Vector2(center.x - 70, 66) @@ -516,6 +716,17 @@ func _render_encounters() -> void: equipment_read.size = Vector2(size.x * 0.28, 62) equipment_read.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER display_root.add_child(equipment_read) + elif p96_rift_only: + var plan_read := _outlined_label( + _tr("已恢复后重试\n敌人仅剩裂潮" if service.state.rift_tide_plan == "recovered_after_defeat" else ("已选择:%s\n敌人仅剩裂潮" % ("整队恢复" if service.state.rift_tide_plan == "recover" else "直接追击")), "RECOVERED RETRY\nONLY RIFT TIDE REMAINS" if service.state.rift_tide_plan == "recovered_after_defeat" else ("PLAN: %s\nONLY RIFT TIDE REMAINS" % ("RECOVER FIRST" if service.state.rift_tide_plan == "recover" else "PRESS ON"))), + 11, + JADE if service.state.rift_tide_plan in ["recover", "recovered_after_defeat"] else CORAL + ) + plan_read.name = "P96CommittedPlan" + plan_read.position = Vector2(size.x * 0.42, 72) + plan_read.size = Vector2(size.x * 0.26, 58) + plan_read.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(plan_read) func _render_battle() -> void: @@ -561,6 +772,13 @@ func _process_battle(delta: float) -> void: func _handle_battle_event(event: Dictionary) -> void: match String(event.get("kind", "")): + "wave_started": + _clear_battle_feedback() + battle_actions.clear() + var context := find_child("P93BattleContext", true, false) as Label + if context != null: + context.text = _battle_context_text() + _spawn_word(_tr("第二波来袭!", "WAVE 2 INCOMING!"), Vector2(size.x * 0.42, size.y * 0.26), CORAL, "P96WaveCue") "contact": _spawn_word(_tr("接敌!", "CONTACT!"), Vector2(size.x * 0.49, size.y * 0.46), GOLD_LIGHT) "equipment_trigger": @@ -677,6 +895,7 @@ func _show_battle_result() -> void: if battle_result_shown: return battle_result_shown = true + _clear_battle_feedback() var victory := service.state.last_outcome == "victory" var reward := int(service.encounter(service.state.selected_encounter).get("reward", 0)) if victory else 0 var result := _outlined_label(_tr("胜利 ◆ +%d 金币" % reward, "VICTORY ◆ +%d COIN" % reward) if victory else _tr("队伍战败", "COMPANY DEFEATED"), 28, GOLD_LIGHT if victory else CORAL) @@ -698,10 +917,30 @@ func _show_battle_result() -> void: result_detail.size = Vector2(size.x * 0.64, 52) result_detail.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER display_root.add_child(result_detail) + elif service.state.selected_encounter == "rift_tide": + var receipts: Array[Dictionary] = service.state.rift_tide_wave_receipts + var wave_one_tick := int(receipts[-2].tick) if receipts.size() >= 2 else 0 + var wave_two_tick := int(receipts[-1].tick) if receipts.size() >= 1 else 0 + var fallen: Array[String] = [] + for member_id in service.state.company: + if int(service.battle.state.member_hp.get(member_id, 0)) <= 0: + fallen.append(_member_name(member_id)) + var detail_text := "" + if victory: + detail_text = _tr("第一波 %d tick · 第二波 %d tick\n存活者 +18 XP · 倒下 %d 人,返回后恢复 %d 金币" % [wave_one_tick, wave_two_tick, fallen.size(), fallen.size() * 2], "WAVE 1 %d TICKS · WAVE 2 %d TICKS\nSURVIVORS +18 XP · %d FALLEN, RECOVERY %d COIN" % [wave_one_tick, wave_two_tick, fallen.size(), fallen.size() * 2]) + else: + detail_text = _tr("第一波 %d tick · 第二波 %d tick 后全队倒下\n无奖励、无人丢失 · 返回后恢复 8 金币" % [wave_one_tick, wave_two_tick], "WAVE 1 %d TICKS · COMPANY FELL IN WAVE 2 AT %d\nNO REWARD, NO ONE LOST · RECOVERY 8 COIN" % [wave_one_tick, wave_two_tick]) + var result_detail := _outlined_label(detail_text, 12, GOLD_LIGHT if victory else CORAL) + result_detail.name = "P96ResultDetail" + result_detail.position = Vector2(size.x * 0.17, size.y * 0.39) + result_detail.size = Vector2(size.x * 0.66, 66) + result_detail.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(result_detail) for hp_bar in battle_hp_bars.values(): if is_instance_valid(hp_bar): hp_bar.hide() - var return_button := _action_button("P93ReturnHallButton", _tr("带着结果返回大厅", "RETURN TO THE HALL"), claim_and_return) + var return_text := _tr("领取 +20 并返回", "CLAIM +20 AND RETURN") if service.state.selected_encounter == "rift_tide" and victory else (_tr("返回大厅恢复", "RETURN TO RECOVER") if service.state.selected_encounter == "rift_tide" else _tr("带着结果返回大厅", "RETURN TO THE HALL")) + var return_button := _action_button("P93ReturnHallButton", return_text, claim_and_return) return_button.position = Vector2(size.x * 0.35, size.y - 68) return_button.size = Vector2(size.x * 0.30, 52) display_root.add_child(return_button) @@ -735,7 +974,7 @@ func _add_compact_hud(context: String, coin: int, company_size: int) -> void: func _add_battle_controls() -> void: - var context := _outlined_label(_encounter_name(service.state.selected_encounter), 14, WHITE) + var context := _outlined_label(_battle_context_text(), 14, WHITE) context.name = "P93BattleContext" context.position = Vector2(14, 8) context.size = Vector2(size.x * 0.44, 42) @@ -751,6 +990,12 @@ func _add_battle_controls() -> void: display_root.add_child(speed_button) +func _battle_context_text() -> String: + if service.state.selected_encounter == "rift_tide": + return _tr("裂潮追击 · 第 %d/2 波" % service.state.rift_tide_wave, "RIFT TIDE · WAVE %d/2" % service.state.rift_tide_wave) + return _encounter_name(service.state.selected_encounter) + + func _update_battle_control_labels() -> void: var pause_button := find_child("P93PauseButton", true, false) as Button var speed_button := find_child("P93SpeedButton", true, false) as Button @@ -786,6 +1031,7 @@ func _spawn_number(delta_value: int, actor_id: String, color: Color) -> void: number.position = actor.position + Vector2(actor.size.x * 0.36, -6) number.size = Vector2(92, 38) number.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + number.add_to_group("p93_transient_feedback") display_root.add_child(number) var tween := number.create_tween() tween.set_parallel(true) @@ -808,6 +1054,7 @@ func _spawn_word(value: String, at: Vector2, color: Color, node_name := "") -> v word.position = at word.size = Vector2(150, 36) word.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + word.add_to_group("p93_transient_feedback") display_root.add_child(word) var tween := word.create_tween() tween.tween_property(word, "modulate:a", 0.0, 0.72).set_delay(0.28) @@ -824,6 +1071,7 @@ func _spawn_projectile(source_id: String, target_id: String) -> void: projectile.position = source.position + Vector2(source.size.x * 0.72, source.size.y * 0.38) projectile.size = Vector2(52, 36) projectile.z_index = 20 + projectile.add_to_group("p93_transient_feedback") display_root.add_child(projectile) var target_position := target.position + Vector2(target.size.x * 0.28, target.size.y * 0.40) var tween := projectile.create_tween() @@ -848,6 +1096,7 @@ func _spawn_vfx(actor_id: String, texture: Texture2D) -> void: vfx.size = actor.size * 0.28 vfx.z_index = 18 vfx.mouse_filter = Control.MOUSE_FILTER_IGNORE + vfx.add_to_group("p93_transient_feedback") display_root.add_child(vfx) var tween := vfx.create_tween() tween.set_parallel(true) @@ -856,6 +1105,14 @@ func _spawn_vfx(actor_id: String, texture: Texture2D) -> void: tween.chain().tween_callback(vfx.queue_free) +func _clear_battle_feedback() -> void: + for transient in get_tree().get_nodes_in_group("p93_transient_feedback"): + if not is_instance_valid(transient) or not display_root.is_ancestor_of(transient): + continue + transient.hide() + transient.queue_free() + + func _add_background(texture: Texture2D) -> void: var background := TextureRect.new() background.name = "P93WorldBackground" @@ -1030,6 +1287,34 @@ func _add_member_status(member_id: String, at: Vector2, status_size: Vector2, no display_root.add_child(status) +func _add_member_condition(member_id: String, at: Vector2, status_size: Vector2, node_name: String) -> void: + var current := int(service.state.member_condition.get(member_id, 0)) + var maximum := int(Rules.member_definition(member_id).get("max_hp", 0)) + var status := _outlined_label(_tr("%d/%d HP" % [current, maximum], "%d/%d HP" % [current, maximum]), 10, CORAL if current * 2 < maximum else JADE) + status.name = node_name + status.position = at + status.size = status_size + status.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + display_root.add_child(status) + + +func _add_equipped_icon(member_id: String, at: Vector2) -> void: + var item_id := String(service.state.equipped_items.get(member_id, "")) + if item_id.is_empty(): + return + var icon := TextureRect.new() + icon.name = "P95EquippedIcon_%s" % member_id + icon.custom_minimum_size = Vector2.ZERO + icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED + icon.texture = _equipment_texture(item_id) + icon.position = at + icon.size = Vector2(54, 54) + icon.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST + icon.mouse_filter = Control.MOUSE_FILTER_IGNORE + display_root.add_child(icon) + + func _equipment_texture(item_id: String) -> Texture2D: return FRONTPIN_TEXTURE if item_id == "EQ-002" else OPEN_LINE_TEXTURE diff --git a/runtime/tests/p9_6/risk_recovery_runtime_test.gd b/runtime/tests/p9_6/risk_recovery_runtime_test.gd new file mode 100644 index 00000000..df73bbc8 --- /dev/null +++ b/runtime/tests/p9_6/risk_recovery_runtime_test.gd @@ -0,0 +1,327 @@ +extends SceneTree + +const Controller = preload("res://p9_3/core_loop_controller.gd") +const Service = preload("res://p9_3/core_loop_service.gd") +const SaveService = preload("res://p9_6/save_service.gd") +const State = preload("res://p9_3/core_loop_state.gd") +const Rules = preload("res://domain/p9_2/battle_rules.gd") +const VIEWPORT_SIZE := Vector2i(844, 390) + +var failures: Array[String] = [] +var experience +var capture_root := "" +var save_root := "" +var touch_count := 0 +var wave_cue_count := 0 + + +func _initialize() -> void: + call_deferred("run_test") + + +func run_test() -> void: + capture_root = OS.get_environment("ABG_P9_6_CAPTURE_ROOT") + save_root = OS.get_environment("ABG_P9_6_SAVE_ROOT") + if save_root.is_empty(): + save_root = OS.get_user_data_dir().path_join("p9_6_runtime_test") + DirAccess.make_dir_recursive_absolute(save_root) + root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS + root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND + root.content_scale_size = VIEWPORT_SIZE + root.size = VIEWPORT_SIZE + + await verify_invalid_save_and_new_expedition() + await run_wayrunner_failure_recovery() + await run_kindhand_direct_victory() + + if failures.is_empty(): + print("ABG_P9_6_RISK_RECOVERY_RUNTIME_OK paths=2 touch=%d fallback=0 direct=0 continue=valid_only reload=selected_rift new_run=clears_old waves=2 wave_cues=%d wayrunner=defeat_retry kindhand=direct_victory recovery=8,4 reward=20 xp=18 controls=44 cards=0" % [touch_count, wave_cue_count]) + quit(0) + else: + for failure in failures: + push_error(failure) + quit(1) + + +func verify_invalid_save_and_new_expedition() -> void: + var save_path := save_root.path_join("title.json") + var saves = SaveService.new() + saves.save_path = save_path + saves.clear() + var malformed := FileAccess.open(save_path, FileAccess.WRITE) + malformed.store_string("{not-json") + malformed = null + await create_experience(save_path) + expect(find_control(experience, "P96ContinueButton") == null, "invalid save does not expose Continue") + expect(find_control(experience, "P93EnterHallButton") != null, "invalid save keeps the safe new-run action") + await destroy_experience() + saves.clear() + + var old_service = complete_bell("Wayrunner", "EQ-002") + old_service.choose_rift_tide_plan("press_on") + old_service.select_encounter("rift_tide") + expect(saves.save_snapshot(old_service.state.snapshot()).ok, "new-run fixture saves selected Rift Tide") + await create_experience(save_path) + expect(find_control(experience, "P96ContinueButton") != null, "valid save exposes Continue") + await tap("P93EnterHallButton") + expect(experience.service.state.phase == State.Phase.HALL and experience.service.state.reward_receipts.is_empty(), "New Expedition starts from a fresh Hall") + var replacement: Dictionary = saves.load_snapshot() + expect(replacement.ok and replacement.snapshot.phase == State.Phase.HALL and replacement.snapshot.reward_receipts.is_empty(), "New Expedition replaces the old selected-Rift save") + await destroy_experience() + saves.clear() + + +func run_wayrunner_failure_recovery() -> void: + var save_path := save_root.path_join("wayrunner.json") + var saves = SaveService.new() + saves.save_path = save_path + saves.clear() + await create_experience(save_path) + experience.service = complete_bell("Wayrunner", "EQ-002") + experience.returned_from_battle = true + experience._render_current() + await settle(6) + + expect(label_text("P96Condition_Hearthguard").contains("22/130 HP"), "Wayrunner Hall shows carried Hearthguard HP") + expect(label_text("P96Condition_Farstring").contains("85/85 HP"), "Wayrunner Hall shows carried Farstring HP") + expect(label_text("P96Condition_Wayrunner").contains("100/100 HP"), "Wayrunner Hall shows carried Wayrunner HP") + expect(find_control(experience, "P96PlanTarget_press_on") != null and find_control(experience, "P96PlanTarget_recover") != null, "post-Bell Hall exposes both direct plan targets without preselection") + verify_no_forms_and_bounds() + await capture("wayrunner", "01-plan") + + await tap("P96PlanTarget_press_on") + expect(experience.service.state.phase == State.Phase.ENCOUNTER and experience.service.state.rift_tide_plan == "press_on", "Wayrunner commits Press On") + expect(find_control(experience, "P93EncounterTarget_rift_tide") != null, "Press On exposes Rift Tide") + expect(find_control(experience, "P93EncounterTarget_bell_breach") == null, "Press On removes resolved encounters") + await tap("P93EncounterTarget_rift_tide") + expect(experience.service.state.selected_encounter == "rift_tide", "Wayrunner selects Rift Tide before interruption") + expect(saves.load_snapshot().ok and saves.load_snapshot().snapshot.selected_encounter == "rift_tide", "selected Rift Tide is saved immediately") + await destroy_experience() + + await create_experience(save_path) + expect(find_control(experience, "P96ContinueButton") != null, "selected Rift Tide produces a truthful Continue action") + await tap("P96ContinueButton") + expect(experience.service.state.phase == State.Phase.ENCOUNTER and experience.service.state.selected_encounter == "rift_tide", "Continue restores the selected pre-battle Encounter") + expect(find_control(experience, "P93EncounterTarget_rift_tide") != null, "continued Encounter remains directly touchable") + await capture("wayrunner", "02-continued-encounter") + await tap("P93EncounterTarget_rift_tide") + expect(experience.service.state.phase == State.Phase.BATTLE, "continued Wayrunner path starts Rift Tide") + var first_battle := await run_battle_to_result("wayrunner", "03-wave-two") + expect(first_battle.wave_two_seen, "Wayrunner defeat visibly enters wave two") + expect(experience.service.state.last_outcome == "defeat", "wounded Wayrunner Press On loses") + expect(find_control(experience, "P96ResultDetail") != null and label_text("P96ResultDetail").contains("8"), "defeat result names both waves and 8-Coin recovery") + verify_no_forms_and_bounds() + await capture("wayrunner", "04-defeat-result") + + await tap("P93ReturnHallButton") + expect(experience.service.state.phase == State.Phase.HALL and experience.service.state.recovery_required, "defeat returns the recoverable Company") + expect(experience.service.injury_recovery_cost() == 8 and find_control(experience, "P96RecoveryButton") != null, "defeat Hall exposes exact 8-Coin recovery") + expect(label_text("P96RecoveryHeadline").contains("无人丢失"), "defeat explains that no Recruit or item is lost") + await capture("wayrunner", "05-defeat-recovery") + await tap("P96RecoveryButton") + expect(experience.service.state.phase == State.Phase.ENCOUNTER and experience.service.state.rift_tide_plan == "recovered_after_defeat", "8-Coin recovery opens a full-HP retry") + expect(experience.service.state.coin == 30, "failure recovery spends exactly 8 Coin") + await tap("P93EncounterTarget_rift_tide") + await tap("P93EncounterTarget_rift_tide") + expect(experience.service.state.phase == State.Phase.BATTLE, "recovered Wayrunner retry starts") + var retry_battle := await run_battle_to_result("wayrunner", "06-retry-wave-two") + expect(retry_battle.wave_two_seen and experience.service.state.last_outcome == "victory", "recovered retry visibly clears both waves") + expect(find_control(experience, "P96ResultDetail") != null and label_text("P96ResultDetail").contains("18 XP"), "retry victory names living-member XP") + await capture("wayrunner", "07-retry-victory") + + await tap("P93ReturnHallButton") + expect(experience.service.state.recovery_required and experience.service.injury_recovery_cost() == 4, "Wayrunner victory returns two fallen members for 4 Coin") + expect(experience.service.state.coin == 50 and find_control(experience, "P96RecoveryButton") != null, "victory reward commits before injury recovery") + await capture("wayrunner", "08-victory-injuries") + await tap("P96RecoveryButton") + expect(experience.service.state.coin == 46 and not experience.service.state.recovery_required, "victory recovery settles the failure route at 46 Coin") + expect(find_control(experience, "P96FinalHeadline") != null, "recovered Wayrunner reaches the changed final Hall") + expect(label_text("P96FinalCondition_Hearthguard").contains("0/130") and label_text("P96FinalCondition_Wayrunner").contains("36/100"), "final Hall preserves the battle-end HP consequence") + expect(find_control(experience, "P95EquippedIcon_Hearthguard") != null, "failure and recovery preserve Frontpin equipment") + expect(experience.service.state.member_xp == {"Hearthguard": 12, "Farstring": 12, "Wayrunner": 18}, "only the living Wayrunner receives fourth-battle XP") + verify_no_forms_and_bounds() + await capture("wayrunner", "09-final-hall") + await destroy_experience() + saves.clear() + + +func run_kindhand_direct_victory() -> void: + var save_path := save_root.path_join("kindhand.json") + var saves = SaveService.new() + saves.save_path = save_path + saves.clear() + await create_experience(save_path) + experience.service = complete_bell("Kindhand", "EQ-012") + experience.returned_from_battle = true + experience._render_current() + await settle(6) + expect(label_text("P96Condition_Hearthguard").contains("108/130 HP") and label_text("P96Condition_Farstring").contains("51/85 HP"), "Kindhand Hall exposes its healthier carried state") + await tap("P96PlanTarget_press_on") + await tap("P93EncounterTarget_rift_tide") + await tap("P93EncounterTarget_rift_tide") + expect(experience.service.state.phase == State.Phase.BATTLE, "Kindhand Press On starts Rift Tide") + var battle := await run_battle_to_result("kindhand", "01-wave-two") + expect(battle.wave_two_seen and experience.service.state.last_outcome == "victory", "healthy Kindhand Press On clears both waves") + expect(label_text("P96ResultDetail").contains("144") and label_text("P96ResultDetail").contains("18 XP"), "Kindhand result exposes both exact waves and XP") + await capture("kindhand", "02-direct-victory") + await tap("P93ReturnHallButton") + expect(not experience.service.state.recovery_required and experience.service.state.coin == 57, "Kindhand victory needs no recovery and settles at 57 Coin") + expect(find_control(experience, "P96FinalHeadline") != null and find_control(experience, "P96RecoveryButton") == null, "Kindhand returns directly to the final Hall") + expect(experience.service.state.member_xp == {"Hearthguard": 30, "Farstring": 30, "Kindhand": 18}, "all living Kindhand members receive fourth-battle XP") + expect(label_text("P96FinalCondition_Hearthguard").contains("54/130") and label_text("P96FinalCondition_Farstring").contains("65/85") and label_text("P96FinalCondition_Kindhand").contains("90/90"), "Kindhand final Hall exposes exact battle-end HP") + expect(find_control(experience, "P95EquippedIcon_Farstring") != null, "Kindhand route preserves Open-Line equipment") + verify_no_forms_and_bounds() + await capture("kindhand", "03-final-hall") + await destroy_experience() + saves.clear() + + +func run_battle_to_result(path_id: String, wave_capture_name: String) -> Dictionary: + var wave_two_seen := false + var wave_captured := false + var guard := 0 + while experience.service.state.phase == State.Phase.BATTLE and guard < 3000: + experience._process(Rules.TICK_SECONDS) + if experience.service.state.rift_tide_wave == 2: + wave_two_seen = true + if find_control(experience, "P96WaveCue") != null and not wave_captured: + wave_cue_count += 1 + await capture(path_id, wave_capture_name) + wave_captured = true + await process_frame + guard += 1 + expect(guard < 3000 and experience.service.state.phase == State.Phase.RESULT, "%s reaches a bounded Rift Tide result" % path_id) + experience._process(1.0) + await settle(4) + expect(find_control(experience, "P93BattleResult") != null, "%s holds the result on the battlefield" % path_id) + return {"wave_two_seen": wave_two_seen, "wave_captured": wave_captured} + + +func complete_bell(third_member: String, item_id: String): + var service = Service.new() + service.enter_hall() + service.focus_offer("Farstring") + service.hire("Farstring") + service.select_encounter("open_road") + service.start_battle() + run_service_to_result(service) + service.claim_and_return() + service.focus_offer(third_member) + service.hire(third_member) + service.select_encounter("crosswind") + service.start_battle() + run_service_to_result(service) + service.claim_and_return() + service.focus_equipment(item_id) + service.equip_focused("Hearthguard" if item_id == "EQ-002" else "Farstring") + service.select_encounter("bell_breach") + service.start_battle() + run_service_to_result(service) + service.claim_and_return() + return service + + +func run_service_to_result(service) -> void: + var guard := 0 + while service.state.phase == State.Phase.BATTLE and guard < 3000: + service.advance_battle_ticks(1) + guard += 1 + expect(guard < 3000 and service.state.phase == State.Phase.RESULT, "fixture battle reaches a bounded result") + + +func create_experience(save_path: String) -> void: + experience = Controller.new() + experience.persistence_enabled = true + experience.save_service.save_path = save_path + experience.size = Vector2(VIEWPORT_SIZE) + root.add_child(experience) + await settle(8) + + +func destroy_experience() -> void: + if is_instance_valid(experience): + experience.queue_free() + await settle(90) + experience = null + + +func tap(node_name: String) -> void: + var control := find_control(experience, node_name) + if control == null or not control.is_visible_in_tree() or (control is BaseButton and control.disabled): + failures.append("unavailable parsed-touch target %s" % node_name) + return + var position := root.get_final_transform() * control.get_global_rect().get_center() + var down := InputEventScreenTouch.new() + down.index = 0 + down.position = position + down.pressed = true + Input.parse_input_event(down) + await process_frame + var up := InputEventScreenTouch.new() + up.index = 0 + up.position = position + up.pressed = false + Input.parse_input_event(up) + touch_count += 1 + await settle(6) + + +func capture(path_id: String, name: String) -> void: + if capture_root.is_empty(): + return + var output_dir := capture_root.path_join(path_id) + DirAccess.make_dir_recursive_absolute(output_dir) + await settle(2) + await RenderingServer.frame_post_draw + var error := root.get_texture().get_image().save_png(output_dir.path_join(name + ".png")) + expect(error == OK, "capture %s/%s writes" % [path_id, name]) + + +func label_text(node_name: String) -> String: + var control := find_control(experience, node_name) + return control.text if control is Label else "" + + +func verify_no_forms_and_bounds() -> void: + expect(count_named_fragment(experience, "Card") == 0, "runtime adds no cards") + expect(count_named_fragment(experience, "Panel") == 0, "runtime adds no panels") + expect(count_named_fragment(experience, "Modal") == 0, "runtime adds no modals") + verify_control_bounds(experience, Rect2(Vector2.ZERO, Vector2(VIEWPORT_SIZE))) + + +func verify_control_bounds(node: Node, bounds: Rect2) -> void: + if node is BaseButton and node.is_visible_in_tree(): + var rect: Rect2 = node.get_global_rect() + if rect.position.x < -0.5 or rect.position.y < -0.5 or rect.end.x > bounds.end.x + 0.5 or rect.end.y > bounds.end.y + 0.5: + failures.append("control %s outside viewport: %s" % [node.name, rect]) + if rect.size.x < 44.0 or rect.size.y < 44.0: + failures.append("control %s below 44px: %s" % [node.name, rect.size]) + for child in node.get_children(): + verify_control_bounds(child, bounds) + + +func count_named_fragment(node: Node, fragment: String) -> int: + var result := 1 if fragment in String(node.name) else 0 + for child in node.get_children(): + result += count_named_fragment(child, fragment) + return result + + +func find_control(node: Node, node_name: String) -> Control: + if node.name == node_name and node is Control and not node.is_queued_for_deletion(): + return node + for child in node.get_children(): + var found := find_control(child, node_name) + if found != null: + return found + return null + + +func settle(frames: int) -> void: + for _frame in frames: + await process_frame + + +func expect(condition: bool, message: String) -> void: + if not condition: + failures.append("P9.6 risk/recovery runtime: %s" % message) diff --git a/runtime/tests/p9_6/risk_recovery_runtime_test.gd.uid b/runtime/tests/p9_6/risk_recovery_runtime_test.gd.uid new file mode 100644 index 00000000..0b289d0c --- /dev/null +++ b/runtime/tests/p9_6/risk_recovery_runtime_test.gd.uid @@ -0,0 +1 @@ +uid://d5w4p96runtime