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_battle_opening_capture_draft.json" const COMPANY_PATH := "user://dev5_battle_opening_capture_company.json" const SEED := "ffeeddccbbaa00998877665544332211" const CONTRACT_OP := "a1b2c3d4e5f60718273645aabbccddee" const HIRE_OP_1 := "11111111222222223333333344444444" const HIRE_OP_2 := "55555555666666667777777788888888" const ORDER_OP := "99999999aaaaaaaabbbbbbbbcccccccc" const READY_OP := "ddddddddeeeeeeeeffffffff00000000" const BATTLE_OP := "1234567890abcdef1234567890abcdef" var output_root := "" var failures: Array[String] = [] var fixture_index := 0 var viewport_size := Vector2i(844, 390) var locale := "en" 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"}, {"size": Vector2i(844, 390), "locale": "en"}, {"size": Vector2i(1280, 720), "locale": "zh_CN"}, {"size": Vector2i(1280, 720), "locale": "en"}, ] if fixture_index < 0 or fixture_index >= fixtures.size(): push_error("unknown BAT-001 fixture index %d" % fixture_index) quit(1) return viewport_size = fixtures[fixture_index].size locale = fixtures[fixture_index].locale output_root = OS.get_environment("ABG_EVIDENCE_DIR") if output_root.is_empty(): output_root = "/tmp/abg-bat001-candidate" output_root = output_root.path_join("captures") DirAccess.make_dir_recursive_absolute(output_root) _cleanup() var prepared := _create_prepared_company() if prepared.is_empty(): push_error("BAT-001 capture fixture could not create Company") quit(1) return var started: Dictionary = _start_battle(prepared) if not started.ok: push_error("BAT-001 capture fixture could not create battle receipt: %s" % String(started.get("code", ""))) quit(1) return var viewport := SubViewport.new() viewport.name = "BAT001CaptureViewport" 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 = 1.0 shell.settings = settings shell.setup_draft = settings.duplicate(true) shell.show_battle_opening(started.company, false) await _frames(8) _verify_layout(shell) await RenderingServer.frame_post_draw var image := viewport.get_texture().get_image() var path := output_root.path_join("battle-opening-%dx%d-%s-100.png" % [viewport_size.x, viewport_size.y, locale]) if image.save_png(path) != OK: failures.append("capture failed: %s" % path) shell.queue_free() viewport.queue_free() await _frames(30) _cleanup() if failures.is_empty(): print("ABG_DEV5_BATTLE_OPENING_CAPTURE_OK fixture=%d viewport=%dx%d locale=%s text_100=true root=%s" % [fixture_index, viewport_size.x, viewport_size.y, locale, output_root]) quit(0) else: for failure in failures: push_error(failure) quit(1) func _verify_layout(shell: Control) -> void: if not shell.battle_opening_mode: failures.append("static BAT-001 mode is not active") var canvas := shell.find_child("BattleOpeningCanvas", true, false) as Control if canvas == null: failures.append("contained canvas missing") return var expected_width := minf(float(viewport_size.x), float(viewport_size.y) * 16.0 / 9.0) var expected_height := minf(float(viewport_size.y), float(viewport_size.x) * 9.0 / 16.0) if absf(canvas.size.x - expected_width) > 2.0 or absf(canvas.size.y - expected_height) > 2.0: failures.append("contained canvas size %s expected %.1fx%.1f" % [canvas.size, expected_width, expected_height]) for child in shell.get_children(): _verify_buttons(child) for node_name in ["BattleOpeningObjective", "BattleOpeningNoRespawn", "BattleOpeningNoReserve", "BattleOpeningSnapshotHash", "BattleStartObservation"]: if shell.find_child(node_name, true, false) == null: failures.append("missing %s" % node_name) var actors := shell.find_child("BattleActors", true, false) as Control var enemies := shell.find_child("BattleEnemies", true, false) as Control if actors == null or actors.get_child_count() != 4: failures.append("Party count is not exactly four") if enemies == null or enemies.get_child_count() != 3: failures.append("enemy count is not exactly three") func _verify_buttons(node: Node) -> void: for child in node.get_children(): if child is BaseButton and child.is_visible_in_tree(): var button := child as Control var rect := button.get_global_rect() if rect.size.x < 48.0 or rect.size.y < 48.0: failures.append("button %s below 48px: %s" % [child.name, rect.size]) if rect.position.x < -1.0 or rect.position.y < -1.0 or rect.end.x > viewport_size.x + 1.0 or rect.end.y > viewport_size.y + 1.0: failures.append("button %s outside viewport: %s" % [child.name, rect]) _verify_buttons(child) func _start_battle(company: Dictionary) -> Dictionary: var formation: Dictionary = company.active_contract.formation var option_id := String(formation.risk_options[1].risk_option_id) return _battle_service().begin_battle(BATTLE_OP, option_id) func _create_prepared_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[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)) 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, "%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)