extends SceneTree const EntryShell = preload("res://entry/entry_shell.gd") const InitialCompanyArt = preload("res://entry/initial_company_art.gd") const SettingsStore = preload("res://entry/settings_store.gd") const DraftService = preload("res://entry/initial_company_draft_service.gd") const SEED := "1234567890abcdeffedcba0987654321" const FIXTURES := [ {"width": 1280, "height": 720, "locale": "zh_CN", "scale": 1.0}, {"width": 1280, "height": 720, "locale": "en", "scale": 1.0}, {"width": 1280, "height": 720, "locale": "zh_CN", "scale": 1.3}, ] const STATES := ["choice", "choice_selected", "inspect", "compare", "review", "guild"] var failures: Array[String] = [] var output_root := "" func _initialize() -> void: call_deferred("run_test") func run_test() -> void: output_root = OS.get_environment("ABG_EVIDENCE_DIR") if output_root.is_empty(): output_root = "/tmp/abg-dev2-choice-captures" DirAccess.make_dir_recursive_absolute(output_root) var fixture_indexes := range(FIXTURES.size()) var requested_fixture := OS.get_environment("ABG_CAPTURE_FIXTURE_INDEX") if not requested_fixture.is_empty(): var fixture_index := requested_fixture.to_int() if fixture_index < 0 or fixture_index >= FIXTURES.size() or str(fixture_index) != requested_fixture: push_error("invalid ABG_CAPTURE_FIXTURE_INDEX: %s" % requested_fixture) quit(2) return fixture_indexes = [fixture_index] var count := 0 for fixture_index in fixture_indexes: var fixture: Dictionary = FIXTURES[fixture_index] for state in STATES: await capture_fixture(fixture, state, count) count += 1 if failures.is_empty(): var fixture_scope := requested_fixture if not requested_fixture.is_empty() else "all" print("ABG_DEV2_INITIAL_COMPANY_CAPTURE_OK frames=%d fixture_scope=%s states=choice,choice_selected,inspect,compare,review,guild matrix=1280x720:zh_CN,en:100,130 renderer=normal" % [count, fixture_scope]) quit(0) else: for failure in failures: push_error(failure) quit(1) func capture_fixture(fixture: Dictionary, state: String, ordinal: int) -> void: var draft_path := "user://dev2_choice_capture_%d.json" % ordinal _cleanup_path(draft_path) var service = DraftService.new() service.path = draft_path service.company_path = "%s.company" % draft_path service.begin_or_load(SEED) var viewport := SubViewport.new() viewport.size = Vector2i(int(fixture.width), int(fixture.height)) 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 = "%s.company" % draft_path viewport.add_child(shell) await _frames(3) shell.settings = SettingsStore.new().defaults() shell.settings.setup_completed = true shell.settings.locale = String(fixture.locale) shell.settings.text_scale = float(fixture.scale) shell.show_initial_company() await _frames(4) var page = shell.initial_company_page match state: "choice_selected": page.toggle_candidate(0) page.toggle_candidate(1) "inspect": page.inspect_candidate(1) "compare": page.inspected_index = 0 page.set_compare_a() page.inspected_index = 2 page.set_compare_b() page.show_compare() "review": page.toggle_candidate(0) page.toggle_candidate(1) page.request_review() "guild": page.toggle_candidate(0) page.toggle_candidate(1) page.request_review() page.create_company() await _frames(5) verify_controls_inside(shell, fixture, state) if state == "guild": verify_guild_layout(shell) else: verify_primary_layout(page, state) await RenderingServer.frame_post_draw var image := viewport.get_texture().get_image() var name := "%s-%dx%d-%s-%d.png" % [state, int(fixture.width), int(fixture.height), String(fixture.locale), int(round(float(fixture.scale) * 100.0))] var error := image.save_png(output_root.path_join(name)) if error != OK: failures.append("capture %s failed: %s" % [name, error]) viewport.queue_free() await _frames(4) _cleanup_path(draft_path) func verify_primary_layout(page: Control, state: String) -> void: if state in ["choice", "choice_selected"]: var row: HBoxContainer = page.find_child("CandidateRow", true, false) expect(row != null and row.get_child_count() == 4, "choice has four columns") var previous_end := -1.0 for index in range(row.get_child_count()): var child: Control = row.get_child(index) var rect: Rect2 = child.get_global_rect() expect(rect.size.x > 100.0 and rect.size.y > 120.0, "candidate plate keeps stable readable dimensions") expect(rect.position.x >= previous_end, "candidate plates do not overlap") previous_end = rect.end.x var portrait := page.find_child("CandidatePortrait_%d" % index, true, false) as TextureRect expect(portrait != null and portrait.texture == InitialCompanyArt.texture_for(page.draft.offers[index]), "candidate person-button shows its Profession sticker") if state == "choice_selected": expect(not page.find_child("ReviewCompany", true, false).disabled, "selected fixture visibly enables Review") elif state == "inspect": expect(page.find_child("InspectPortraitStagePortrait", true, false) != null and page.find_child("InspectSelect", true, false).size.y >= 48.0, "Inspect portrait and 48px action fit") elif state == "compare": expect(page.find_child("ComparePortraitAPortrait", true, false) != null and page.find_child("ComparePortraitBPortrait", true, false) != null, "Compare portrait columns fit") else: expect(page.find_child("ReviewSelectedPortrait_0Portrait", true, false) != null and page.find_child("ReviewSelectedPortrait_1Portrait", true, false) != null, "Review shows exactly two selected members") expect(page.find_child("ReviewUnchosen", true, false).get_child_count() >= 4, "Review names both unchosen offers and their consequence") func verify_guild_layout(shell: Control) -> void: expect(shell.current_screen == "guild_handoff", "Create Company reaches Guild handoff") expect(shell.find_child("GuildRoster", true, false).get_child_count() == 2, "Guild shows exactly two persistent members") expect(shell.find_child("GuildMemberPortraitTexture_0", true, false) != null and shell.find_child("GuildMemberPortraitTexture_1", true, false) != null, "Guild keeps the persistent pair visible as standing Recruit stickers") expect(shell.find_child("GuildContractSticker", true, false) != null and shell.find_child("GuildMarketSticker", true, false) != null, "Guild future destinations use illustrated object stickers") expect(not shell.find_child("GuildContractBoard", true, false).disabled and shell.find_child("GuildMarketUnavailable", true, false).disabled, "Guild enables Contract Board while Market waits for Contract creation") func verify_controls_inside(shell: Control, fixture: Dictionary, state: String) -> void: var bounds := Rect2(Vector2.ZERO, Vector2(float(fixture.width), float(fixture.height))) for node in _all_controls(shell): if not node.visible or node is TextureRect or node is ColorRect or node is Container: continue var rect := node.get_global_rect() if rect.size.x <= 0.0 or rect.size.y <= 0.0: continue if not bounds.encloses(rect): failures.append("%s %dx%d %s outside bounds: %s" % [state, int(fixture.width), int(fixture.height), node.name, rect]) func _all_controls(root_control: Control) -> Array[Control]: var result: Array[Control] = [] var pending: Array[Node] = [root_control] while not pending.is_empty(): var node: Node = pending.pop_back() if node is Control: result.append(node) for child in node.get_children(): pending.append(child) return result func _cleanup_path(base: String) -> void: for suffix in ["", ".bak", ".candidate", ".bak.candidate", ".corrupt"]: var file_path := "%s%s" % [base, suffix] if FileAccess.file_exists(file_path): DirAccess.remove_absolute(file_path) var company_file := "%s.company%s" % [base, suffix] if FileAccess.file_exists(company_file): DirAccess.remove_absolute(company_file) func _frames(count: int) -> void: for frame in range(count): await process_frame func expect(condition: bool, message: String) -> void: if not condition: failures.append("DEV-2 Recruit choice capture: %s" % message)