extends SceneTree const Controller = preload("res://p10_2/runtime_controller.gd") const BattleService = preload("res://p10_2/mid_contract_battle_service.gd") const Fixture = preload("res://tests/p10_2/mid_contract_fixture.gd") const VIEWPORT := Vector2i(844, 390) var failures: Array[String] = [] var experience var parsed_touches := 0 var parsed_drags := 0 func _initialize() -> void: call_deferred("run_test") func run_test() -> void: root.size = VIEWPORT root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND root.content_scale_size = VIEWPORT experience = Controller.new() experience.persistence_enabled = false experience.locale = "zh_CN" experience.size = Vector2(VIEWPORT) experience.configure_entry(Fixture.new().migrated_snapshot()) root.add_child(experience) await settle_frames(12) var equipment_id := String(experience.region_market.state.current_run.market_board.equipment_offers[0].offer_id) await tap("P102EquipmentTarget_%s" % equipment_id) expect(experience.region_focused_equipment == equipment_id, "parsed equipment touch opens its exact consequence preview") var first_id := String(experience.region_market.state.current_run.deployed_recruit_ids[0]) await tap("P102CompanyTarget_%s" % first_id) await tap("P102CompanyTarget_%s" % first_id) expect(first_id in experience.region_market.state.current_run.reserve_recruit_ids, "parsed double touch moves a Recruit into Reserve") await tap("P102ReserveTarget_%s" % first_id) await tap("P102ReserveTarget_%s" % first_id) expect(first_id in experience.region_market.state.current_run.deployed_recruit_ids, "parsed Reserve touch returns the Recruit to the Line") var order: Array = Array(experience.region_market.state.current_run.deployed_recruit_ids).duplicate() await drag("P102CompanyTarget_%s" % String(order[-1]), "P102CompanyTarget_%s" % String(order[0])) expect(experience.region_market.state.current_run.deployed_recruit_ids != order, "parsed ScreenDrag changes Line order") await play_round(2, 2, "follow_tide", "drownseed_evaded") await play_round(3, 1, "focus_source", "source_interrupted") await play_round(4, 1, "guard_center", "center_guarded") expect(experience.screen == Controller.P102_SCREEN_MARKET_5, "parsed flow reaches Market 5") expect(experience.region_market.state.current_run.reed_ferry_restored, "parsed flow restores the Reed Ferry") expect(experience.input_touch_count == parsed_touches, "controller counts every parsed ScreenTouch and no fallback touch") expect(experience.input_drag_count == parsed_drags, "controller counts the parsed ScreenDrag and no direct drag") experience.queue_free() await settle_frames(45) if failures.is_empty(): print("ABG_P10_2_RUNTIME_TOUCH_FLOW_OK markets=2,3,4,5 rounds=3 equipment=inspect reserve=out,in order=drag routes=3 plans=follow_tide,focus_source,guard_center ferry=restored touch=%d drag=%d fallback=0 direct=0" % [parsed_touches, parsed_drags]) quit(0) else: for failure in failures: push_error(failure) quit(1) func play_round(market_index: int, risk: int, plan_id: String, decisive_kind: String) -> void: var route: Dictionary = experience.region_market.state.current_run.market_board.battle_offers[risk] expect(String(BattleService.PREFERRED_PLAN[String(route.route_id)]) == plan_id, "Round %d route expects %s" % [market_index, plan_id]) await tap("P102RouteTarget_%s" % String(route.offer_id)) await tap("P102PrepareRouteButton") expect(experience.screen == Controller.P102_SCREEN_PLAN, "Round %d parsed route opens plan choice" % market_index) await tap("P102PlanTarget_%s" % plan_id) expect(experience.screen == Controller.P102_SCREEN_BATTLE, "Round %d parsed plan starts battle" % market_index) await tap("P101SpeedButton") var frames := 0 while not experience.region_battle_complete and frames < 720: await process_frame frames += 1 expect(experience.region_battle_complete, "Round %d automatic playback terminates" % market_index) expect(int(experience.region_event_counts.get(decisive_kind, 0)) == 1, "Round %d presents %s once" % [market_index, decisive_kind]) await tap("P101SettleButton") expect(int(experience.region_market.state.current_run.market_index) == market_index + 1, "Round %d settlement opens the next Market" % market_index) func tap(node_name: String) -> void: var control := experience.find_child(node_name, true, false) as Control expect(control != null, "%s exists before parsed touch" % node_name) if control == null: return var point := root.get_final_transform() * control.get_global_rect().get_center() var down := InputEventScreenTouch.new() down.index = 0 down.position = point down.pressed = true Input.parse_input_event(down) parsed_touches += 1 await process_frame var up := InputEventScreenTouch.new() up.index = 0 up.position = point up.pressed = false Input.parse_input_event(up) await settle_frames() func drag(source_name: String, target_name: String) -> void: var source := experience.find_child(source_name, true, false) as Control var target := experience.find_child(target_name, true, false) as Control expect(source != null and target != null, "Line drag targets exist") if source == null or target == null: return var start := root.get_final_transform() * source.get_global_rect().get_center() var finish := root.get_final_transform() * target.get_global_rect().get_center() var down := InputEventScreenTouch.new() down.index = 1 down.position = start down.pressed = true Input.parse_input_event(down) parsed_touches += 1 await process_frame var motion := InputEventScreenDrag.new() motion.index = 1 motion.position = finish motion.relative = finish - start Input.parse_input_event(motion) parsed_drags += 1 await process_frame var up := InputEventScreenTouch.new() up.index = 1 up.position = finish up.pressed = false Input.parse_input_event(up) await settle_frames() func settle_frames(count := 5) -> void: for _index in count: await process_frame func expect(condition: bool, message: String) -> void: if not condition: failures.append("P10.2 runtime touch: %s" % message)