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 DRAFT_PATH := "user://dev5_battle_ui_draft.json" const COMPANY_PATH := "user://dev5_battle_ui_company.json" const SEED := "fedcba98765432100123456789abcdef" const CONTRACT_OP := "0123456789abcdef0123456789abcdef" const HIRE_OP_1 := "11112222333344445555666677778888" const HIRE_OP_2 := "88887777666655554444333322221111" const ORDER_OP := "abcdefabcdefabcdefabcdefabcdefab" const READY_OP := "fedcbafedcbafedcbafedcbafedcbafe" var failures: Array[String] = [] var parsed_touches := 0 func _initialize() -> void: call_deferred("run_test") func run_test() -> void: _cleanup() root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND root.size = Vector2i(844, 390) for locale in ["zh_CN", "en"]: _cleanup() var prepared := _create_prepared_company() if not prepared.is_empty(): await verify_battle_ui(prepared, locale) _cleanup() if failures.is_empty(): print("ABG_DEV5_BATTLE_UI_OK risk_to_battle=true opening=true actors=4 enemies=true order=rear_left_front_right phase_telegraph=true event_rail=true pause_resume=true speed=1x,2x no_command_prompt=true restart=active_battle locales=zh_CN,en text_130=true parsed_touch=%d" % parsed_touches) quit(0) else: for failure in failures: push_error(failure) quit(1) func verify_battle_ui(company: Dictionary, locale: String) -> void: var settings := SettingsStore.new().defaults() settings.setup_completed = true settings.locale = locale settings.text_scale = 1.3 var shell := EntryShell.new() shell.auto_start = false shell.initial_company_service.path = DRAFT_PATH shell.initial_company_service.company_path = COMPANY_PATH root.add_child(shell) await _frames(3) shell.settings = settings shell.setup_draft = settings.duplicate(true) shell.risk_selected_id = String(company.active_contract.formation.risk_options[1].risk_option_id) shell.show_risk_commitment(company) await _frames(3) var acknowledge := shell.find_child("RiskCommitmentAcknowledge", true, false) as Button await _touch(acknowledge) expect(shell.risk_commitment_acknowledged, "%s Risk Commitment requires explicit acknowledgement" % locale) await _touch(shell.find_child("RiskBeginBattle", true, false)) expect(shell.current_screen == "battle", "%s Risk Commitment enters Battle Opening" % locale) await _frames(3) expect(shell.find_child("BattleActors", true, false).get_child_count() == 4 and shell.find_child("BattleEnemies", true, false).get_child_count() == 3, "%s Battle renders four actors and three enemy markers" % locale) expect(shell.find_child("BattleEventContext", true, false) != null and shell.find_child("BattleCommittedRule", true, false) != null, "%s Battle exposes event context and committed rule" % locale) expect(shell.find_child("BattleCommand", true, false) == null, "%s Battle has no combat command prompt" % locale) # BAT-001 owns an explicit handoff. The live timeline does not begin until # the player activates Start Observation; opening controls are not a hidden # auto-start boundary. var start_observation := shell.find_child("BattleStartObservation", true, false) as Button await _touch(start_observation) expect(shell.current_screen == "battle" and not shell.battle_opening_mode, "%s explicit Start Observation opens BAT-002" % locale) await _frames(3) var pause := shell.find_child("BattleLivePause", true, false) as Button var speed := shell.find_child("BattleLiveSpeed", true, false) as Button expect(pause != null and speed != null, "%s pause and speed controls exist" % locale) await _touch(pause) expect(shell.battle_paused, "%s Pause stops automatic playback" % locale) await _touch(shell.find_child("BattleLiveSpeed", true, false)) expect(is_equal_approx(shell.battle_speed, 2.0), "%s Speed toggles to 2x" % locale) for _phase in range(8): shell.advance_battle_phase() await _frames(2) # The current BAT-002 contract may reach an immutable outcome lock within # this bounded batch. It must still remain on the Battle surface and hand # OUT-001 explicitly; it must never auto-open Result from the live page. var live_or_locked := shell.battle_live_state in ["waiting_for_next_event", "event_forecast", "action_committed", "event_resolving", "event_resolved", "paused", "outcome_locked"] expect(shell.current_screen == "battle" and live_or_locked, "%s live timeline remains on BAT-002 or its explicit outcome lock" % locale) if shell.battle_live_state != "outcome_locked": var current_event := shell.find_child("BattleLiveCurrentEvent", true, false) var waiting_event := shell.find_child("BattleWaitingForNextEvent", true, false) expect(current_event != null or waiting_event != null, "%s live timeline exposes the current event or explicit waiting state" % locale) else: expect(shell.find_child("BattleLiveNextBoundary", true, false) != null, "%s outcome lock exposes the OUT-001 boundary" % locale) var active: Dictionary = _draft_service().load_company() expect(active.ok and active.company.active_contract.battle_state.status in ["active", "outcome_locked"], "%s Battle receipt persists during playback or outcome lock" % locale) shell._invalidate_battle_playback() shell.queue_free() await _timer_seconds(1.0) var resumed := EntryShell.new() resumed.auto_start = false resumed.initial_company_service.path = DRAFT_PATH resumed.initial_company_service.company_path = COMPANY_PATH root.add_child(resumed) await _frames(2) resumed.settings = settings resumed.setup_draft = settings.duplicate(true) resumed._open_company_destination(active.company) await _frames(3) expect(resumed.current_screen == "battle" and resumed.find_child("BattleActors", true, false) != null, "%s Continue restores the active Battle receipt" % locale) resumed.battle_paused = true resumed._invalidate_battle_playback() resumed.queue_free() await _timer_seconds(1.0) 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[1].offer_id)]) var committed: Dictionary = _draft_service().commit_company() if not committed.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 _touch(control: Control) -> void: if control == null: expect(false, "touch target exists") return var center := control.get_global_rect().get_center() var press := InputEventScreenTouch.new() press.position = center press.pressed = true press.index = 0 Input.parse_input_event(press) await _frames(2) var release := InputEventScreenTouch.new() release.position = center release.pressed = false release.index = 0 Input.parse_input_event(release) parsed_touches += 1 await _frames(5) func _frames(count: int) -> void: for _index in range(count): await process_frame func _timer_seconds(seconds: float) -> void: await create_timer(seconds).timeout 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) func expect(condition: bool, message: String) -> void: if not condition: failures.append("DEV-5 Battle UI: %s" % message)