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://dev5_capture_draft.json" const COMPANY_PATH := "user://dev5_capture_company.json" const SEED := "aabbccddeeff00112233445566778899" const CONTRACT_OP := "abcdefabcdefabcdefabcdefabcdefab" const HIRE_OP_1 := "11112222333344445555666677778888" const HIRE_OP_2 := "88887777666655554444333322221111" const ORDER_OP := "fedcbafedcbafedcbafedcbafedcbafe" const READY_OP := "1234567890abcdef1234567890abcdef" const BATTLE_OP := "0123456789abcdef0123456789abcdef" const RECOVERY_OP := "0f0f0f0ff0f0f0f00f0f0f0fff0f0f0f" const STATES := ["battle_opening", "battle_live", "result", "knockout", "recovery", "next_market"] var output_root := "" var failures: Array[String] = [] var fixture_index := 0 var viewport_size := Vector2i(844, 390) var locale := "en" var text_scale := 1.0 func _initialize() -> void: call_deferred("run_capture") func run_capture() -> void: fixture_index = int(OS.get_environment("ABG_CAPTURE_FIXTURE_INDEX")) var fixtures := [ {"size": Vector2i(760, 360), "locale": "zh_CN", "scale": 1.0}, {"size": Vector2i(844, 390), "locale": "en", "scale": 1.3}, {"size": Vector2i(1280, 720), "locale": "zh_CN", "scale": 1.0}, {"size": Vector2i(1280, 720), "locale": "en", "scale": 1.3}, ] if fixture_index < 0 or fixture_index >= fixtures.size(): push_error("unknown DEV-5 fixture index %d" % fixture_index) quit(1) return viewport_size = fixtures[fixture_index].size locale = fixtures[fixture_index].locale text_scale = fixtures[fixture_index].scale output_root = OS.get_environment("ABG_EVIDENCE_DIR") if output_root.is_empty(): output_root = "/tmp/abg-dev5-candidate" output_root = output_root.path_join("captures") DirAccess.make_dir_recursive_absolute(output_root) _cleanup() var snapshots := _create_cycle_snapshots() if snapshots.is_empty(): quit(1) return var viewport := SubViewport.new() 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(3) var settings := SettingsStore.new().defaults() settings.setup_completed = true settings.locale = locale settings.text_scale = text_scale shell.settings = settings shell.setup_draft = settings.duplicate(true) for state in STATES: _apply_state(shell, snapshots, String(state)) await _frames(6) _verify_buttons(shell, String(state)) await RenderingServer.frame_post_draw var image := viewport.get_texture().get_image() var path := output_root.path_join("fixture%d-%s.png" % [fixture_index, String(state)]) if image.save_png(path) != OK: failures.append("capture failed: %s" % state) shell.queue_free() viewport.queue_free() await _frames(100) _cleanup() if failures.is_empty(): print("ABG_DEV5_CAPTURE_OK fixture=%d viewport=%dx%d locale=%s text_%d=true states=battle_opening,battle_live,result,knockout,recovery,next_market frames=6 root=%s" % [fixture_index, viewport_size.x, viewport_size.y, locale, int(round(text_scale * 100.0)), output_root]) quit(0) else: for failure in failures: push_error(failure) quit(1) func _apply_state(shell: Control, snapshots: Dictionary, state: String) -> void: match state: "battle_opening": shell.battle_paused = false shell.show_battle(snapshots.opening, false) "battle_live": shell.battle_paused = false shell.show_battle(snapshots.live, false) "result": shell.battle_result_diagnosis_open = true shell.show_battle_result(snapshots.result) "knockout": shell.show_battle_knockout_review(snapshots.result) "recovery": shell.show_battle_recovery(snapshots.result) "next_market": shell.show_market(snapshots.recovered) func _verify_buttons(node: Node, state: String) -> void: for child in node.get_children(): if child is BaseButton and child.is_visible_in_tree(): var rect: Rect2 = child.get_global_rect() if rect.position.x < -0.5 or rect.position.y < -0.5 or rect.end.x > viewport_size.x + 0.5 or rect.end.y > viewport_size.y + 0.5: failures.append("%s button %s outside viewport: %s" % [state, child.name, rect]) if rect.size.x < 44.0 or rect.size.y < 44.0: failures.append("%s button %s below 44px: %s" % [state, child.name, rect.size]) _verify_buttons(child, state) func _create_cycle_snapshots() -> 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[2].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)) if not ready.ok: return {} var option_id := String(ready.company.active_contract.formation.risk_options[1].risk_option_id) var started: Dictionary = _battle_service().begin_battle(BATTLE_OP, option_id) if not started.ok: return {} var opening: Dictionary = started.company.duplicate(true) var latest: Dictionary = started for _phase in range(5): latest = _battle_service().advance_battle(BATTLE_OP) if not latest.ok: return {} var live: Dictionary = latest.company.duplicate(true) for _phase in range(4): latest = _battle_service().advance_battle(BATTLE_OP) if not latest.ok: return {} var result: Dictionary = latest.company.duplicate(true) var recovered: Dictionary = _battle_service().recover_next_stage(RECOVERY_OP) if not recovered.ok: return {} return {"opening": opening, "live": live, "result": result, "recovered": recovered.company.duplicate(true)} 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, "%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)