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 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"}, ] const DRAFT_PATH := "user://bat34_capture_draft.json" const COMPANY_PATH := "user://bat34_capture_company.json" const SEED := "11223344556677889900aabbccddeeff" const CONTRACT_OP := "fedcba9876543210fedcba9876543210" const HIRE_OP_1 := "11112222333344445555666677778888" const HIRE_OP_2 := "88887777666655554444333322221111" const ORDER_OP := "abcdefabcdefabcdefabcdefabcdefab" const READY_OP := "fedcbafedcbafedcbafedcbafedcbafe" const BATTLE_OP := "1234567890abcdef1234567890abcdef" var failures: Array[String] = [] var output_root := "" var fixture_index := 0 var capture_count := 0 func _initialize() -> void: call_deferred("run_capture") func run_capture() -> void: var requested := OS.get_environment("ABG_CAPTURE_FIXTURE_INDEX") fixture_index = requested.to_int() if not requested.is_empty() else -1 if fixture_index < 0 or fixture_index >= FIXTURES.size(): push_error("BAT-003/004 capture requires ABG_CAPTURE_FIXTURE_INDEX 0..3") quit(2) return var fixture: Dictionary = FIXTURES[fixture_index] output_root = OS.get_environment("ABG_EVIDENCE_DIR") if output_root.is_empty(): output_root = "/tmp/abg-bat34-captures" DirAccess.make_dir_recursive_absolute(output_root) _cleanup() root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND root.size = fixture.size var company := _prepare_company() if company.is_empty(): failures.append("fixture could not prepare Company") _finish() return var started: Dictionary = _battle_service().begin_battle(BATTLE_OP, String(company.active_contract.formation.risk_options[1].risk_option_id)) if not started.ok: failures.append("fixture could not begin Battle") _finish() return var viewport := SubViewport.new() viewport.size = fixture.size viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS root.add_child(viewport) var shell := await _new_shell(viewport, String(fixture.locale)) shell.show_battle(started.company, false) await _frames(4) # Seed one committed observation event so BAT-003 shows a real causal chain # and BAT-004's log is not an empty shell. shell.battle_paused = false shell._clear_battle_playback_timer() for _step in range(4): shell.advance_battle_phase() await _frames(1) shell.battle_paused = true shell._clear_battle_playback_timer() shell._battle_live_toggle_inspect() await _frames(3) await _capture(viewport, "bat003-inspect") shell._battle_live_cancel_handoff() shell._battle_live_open_retreat_entry() await _frames(3) await _capture(viewport, "bat004-pause") shell.queue_free() viewport.queue_free() await _frames(5) _finish() func _finish() -> void: _cleanup() if failures.is_empty(): print("ABG_BAT003_BAT004_CAPTURE_OK fixture=%d captures=%d states=inspect,pause viewport=%dx%d locale=%s text_100=true" % [fixture_index, capture_count, int(FIXTURES[fixture_index].size.x), int(FIXTURES[fixture_index].size.y), String(FIXTURES[fixture_index].locale)]) quit(0) else: for failure in failures: push_error(failure) quit(1) func _new_shell(parent: Node, locale: String) -> Control: var shell := EntryShell.new() shell.auto_start = false shell.initial_company_service.path = DRAFT_PATH shell.initial_company_service.company_path = COMPANY_PATH parent.add_child(shell) await _frames(3) 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 _capture(viewport: SubViewport, state_name: String) -> void: var file_name := "bat003-004-%dx%d-%s-100-%s.png" % [viewport.size.x, viewport.size.y, String(FIXTURES[fixture_index].locale), state_name] await RenderingServer.frame_post_draw var image := viewport.get_texture().get_image() if image.is_empty() or image.get_width() != viewport.size.x or image.get_height() != viewport.size.y: failures.append("invalid %s frame" % state_name) return if image.save_png(output_root.path_join(file_name)) != OK: failures.append("could not save %s" % state_name) else: capture_count += 1 func _prepare_company() -> Dictionary: 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 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 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 _draft_service() -> RefCounted: var service := DraftService.new() service.path = DRAFT_PATH service.company_path = COMPANY_PATH return service func _contract_service() -> RefCounted: var service := ContractService.new() service.company_path = COMPANY_PATH return service func _formation_service() -> RefCounted: var service := FormationService.new() service.company_path = COMPANY_PATH return service func _battle_service() -> RefCounted: var service := BattleService.new() service.company_path = COMPANY_PATH return service func _frames(count: int) -> void: for _index in range(count): await process_frame func _cleanup() -> void: for path in [DRAFT_PATH, COMPANY_PATH, "%s.bak" % DRAFT_PATH, "%s.bak" % COMPANY_PATH, "%s.candidate" % DRAFT_PATH, "%s.candidate" % COMPANY_PATH, "%s.bak.candidate" % DRAFT_PATH, "%s.bak.candidate" % COMPANY_PATH, "%s.corrupt" % COMPANY_PATH]: if FileAccess.file_exists(path): DirAccess.remove_absolute(path)