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://m12_runtime_draft.json" const COMPANY_PATH := "user://m12_runtime_company.json" const SEED := "97531eca86420bdf97531eca86420bdf" const CONTRACT_OP := "abcdef0123456789abcdef0123456789" const HIRE_OP_1 := "11112222333344445555666677778888" const HIRE_OP_2 := "88887777666655554444333322221111" const ORDER_OP := "fedcba9876543210fedcba9876543210" const READY_OP := "0123456789abcdef0123456789abcdef" const BATTLE_OP := "2468ace013579bdf2468ace013579bdf" 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"}, ] var failures: Array[String] = [] var parsed_touches := 0 var fixture_count := 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 var prepared := _create_prepared_company() _expect(not prepared.is_empty(), "fixture prepares a four-member Company") if not prepared.is_empty(): await _run_route(prepared) _cleanup() if failures.is_empty(): print("ABG_M12_RUNTIME_OK route=BAT002,OUT001,OUT002,OUT003,OUT004 market=true restart=true fixtures=%d input=true targets=48 strict=0 locale=zh_CN,en scale=100" % fixture_count) quit(0) else: for failure in failures: push_error(failure) quit(1) func _run_route(prepared: Dictionary) -> void: var option_id := String(prepared.active_contract.formation.risk_options[1].risk_option_id) var service := _battle_service() var started: Dictionary = service.begin_battle(BATTLE_OP, option_id) _expect(started.ok, "fixture starts one battle receipt") if not started.ok: return var observed: Dictionary = service.begin_observation(BATTLE_OP, String(started.battle.snapshot_hash)) _expect(observed.ok, "BAT-002 observation opens without settlement") if not observed.ok: return var shell := await _new_shell(FIXTURES[1].size, String(FIXTURES[1].locale)) shell.show_battle(observed.company, false) shell.battle_paused = false shell._schedule_battle_playback(shell.battle_playback_generation) await _frames(4) _expect(shell.current_screen == "battle" and not shell.battle_opening_mode, "BAT-002 opens the live battlefield") _expect(shell.find_child("BattleLiveNextBoundary", true, false) != null, "BAT-002 exposes the OUT-001 boundary") _verify_buttons(shell, FIXTURES[1].size, "live") var guard := 0 while shell.battle_live_state != "outcome_locked" and guard < 60: if shell.battle_paused: shell.battle_paused = false shell.advance_battle_phase() await _frames(1) guard += 1 _expect(shell.battle_live_state == "outcome_locked", "BAT-002 reaches an immutable outcome lock") var locked_before: Dictionary = service.load_company() _expect(locked_before.ok and String(locked_before.company.active_contract.battle_state.status) == "outcome_locked", "outcome lock persists before settlement") var locked_observation: Dictionary = locked_before.company.active_contract.battle_state.observation if locked_before.ok else {} var locked_hash := String(locked_observation.get("observation_hash", "")) var next_boundary := shell.find_child("BattleLiveNextBoundary", true, false) as Button _expect(next_boundary != null and not next_boundary.disabled, "OUT-001 boundary is actionable") if next_boundary != null: await _touch(next_boundary) _expect(shell.current_screen == "battle_result", "OUT-001 opens Result after explicit settlement") var settled: Dictionary = service.load_company() _expect(settled.ok and String(settled.company.active_contract.battle_state.status) == "result", "settlement enters Result state") if settled.ok: var current_observation: Dictionary = settled.company.active_contract.battle_state.observation _expect(String(current_observation.get("observation_hash", "")) == locked_hash, "settlement preserves the immutable observation hash") _expect(shell.find_child("BattleResultObjective", true, false) != null, "OUT-001 binds objective") _expect(shell.find_child("BattleResultDecisive", true, false) != null, "OUT-001 binds decisive event") _expect(shell.find_child("BattleResultChain", true, false) != null, "OUT-001 binds causal chain") _verify_buttons(shell, FIXTURES[1].size, "result") var continue_button := shell.find_child("BattleResultContinue", true, false) as Button _expect(continue_button != null and not continue_button.disabled, "Result Continue is actionable") if continue_button != null: await _touch(continue_button) var battle: Dictionary = shell.guild_company.active_contract.battle_state var knocked: Array = battle.get("result", {}).get("knocked_out_ids", []) if not knocked.is_empty(): _expect(shell.current_screen == "battle_knockout_review", "OUT-002 opens for a knocked-out Recruit") _expect(shell.find_child("BattleKnockoutCurrentGap", true, false) != null, "OUT-002 explains the battle-local gap") _expect(shell.find_child("BattleKnockoutReturnRule", true, false) != null, "OUT-002 preserves the return rule") _verify_buttons(shell, FIXTURES[1].size, "knockout") var acknowledge := shell.find_child("BattleKnockoutAcknowledge", true, false) as Button _expect(acknowledge != null and not acknowledge.disabled, "OUT-002 acknowledgement is actionable") if acknowledge != null: await _touch(acknowledge) else: _expect(shell.current_screen == "battle_reward_choice", "no-knockout Result routes directly to OUT-003") if shell.current_screen == "battle_knockout_review": _expect(shell.current_screen == "battle_reward_choice", "OUT-002 advances to OUT-003") _expect(shell.current_screen == "battle_reward_choice", "OUT-003 reward choice is reachable") _expect(shell.find_child("BattleRewardOptions", true, false) != null, "OUT-003 renders equal decision options") var reward_buttons := _reward_buttons(shell) _expect(reward_buttons.size() >= 2, "OUT-003 provides at least two deterministic options") _verify_buttons(shell, FIXTURES[1].size, "reward") if not reward_buttons.is_empty(): var first_reward := reward_buttons[0] as Button var claim := shell.find_child("BattleRewardClaim", true, false) as Button _expect(claim != null and claim.disabled, "Reward claim is disabled before selection") await _touch(first_reward) claim = shell.find_child("BattleRewardClaim", true, false) as Button _expect(claim != null and not claim.disabled, "Reward claim enables after selection") if claim != null: await _touch(claim) _expect(shell.current_screen == "battle_recovery", "OUT-003 advances to OUT-004 after one claim") _expect(shell.find_child("BattleRecoveryRule", true, false) != null, "OUT-004 binds recovery rule") _verify_buttons(shell, FIXTURES[1].size, "recovery") var recovery_commit := shell.find_child("BattleRecoveryCommit", true, false) as Button _expect(recovery_commit != null and not recovery_commit.disabled, "OUT-004 commit is actionable") if recovery_commit != null: await _touch(recovery_commit) _expect(shell.current_screen == "market", "OUT-004 opens the next-stage Market") _expect(shell.find_child("MarketMasterCanvas", true, false) != null, "next-stage Market renders its layout") var recovered: Dictionary = service.load_company() _expect(recovered.ok and String(recovered.company.active_contract.status) == "market", "recovery persists Market status") _expect(recovered.ok and recovered.company.active_contract.get("recovery_receipts", []).size() == 1, "recovery writes one receipt") var stable_ids := _recruit_ids(prepared) _expect(recovered.ok and _recruit_ids(recovered.company) == stable_ids, "recovery preserves Recruit identities") for fixture in FIXTURES: await _verify_fixture_pages(recovered.company if recovered.ok else shell.guild_company, fixture) shell.queue_free() await _frames(5) var resumed_host := await _new_fixture_shell(FIXTURES[0].size, String(FIXTURES[0].locale)) var resumed: Control = resumed_host.shell resumed._open_company_destination(recovered.company if recovered.ok else shell.guild_company) await _frames(4) _expect(resumed.current_screen == "market" and resumed.find_child("MarketMasterCanvas", true, false) != null, "restart resumes at the next-stage Market") resumed.queue_free() (resumed_host.viewport as SubViewport).queue_free() await _frames(5) func _verify_fixture_pages(company: Dictionary, fixture: Dictionary) -> void: var size: Vector2i = fixture.size var locale := String(fixture.locale) var host := await _new_fixture_shell(size, locale) var shell: Control = host.shell var battle: Dictionary = company.active_contract.get("battle_state", {}) shell.show_battle_result(company) await _frames(2) _expect(shell.current_screen == "battle_result", "%s %s Result fits" % [size, locale]) _verify_buttons(shell, size, "result %s %s" % [size, locale]) shell.show_battle_knockout_review(company) await _frames(2) _verify_buttons(shell, size, "knockout %s %s" % [size, locale]) if String(battle.get("reward_draft", {}).get("status", "")) == "claimed": # Use the same committed state to verify the post-claim recovery page. shell.show_battle_recovery(company) await _frames(2) _verify_buttons(shell, size, "recovery %s %s" % [size, locale]) shell.show_market(company) await _frames(2) _expect(shell.current_screen == "market", "%s %s Market fits" % [size, locale]) _verify_buttons(shell, size, "market %s %s" % [size, locale]) fixture_count += 1 shell.queue_free() (host.viewport as SubViewport).queue_free() await _frames(3) func _new_shell(viewport_size: Vector2i, locale: String) -> Control: root.size = viewport_size 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(2) 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 _new_fixture_shell(viewport_size: Vector2i, locale: String) -> Dictionary: var viewport := SubViewport.new() viewport.name = "M12FixtureViewport" 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(2) 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 {"viewport": viewport, "shell": shell} func _reward_buttons(shell: Control) -> Array[Button]: var result: Array[Button] = [] var options := shell.find_child("BattleRewardOptions", true, false) if options == null: return result for child in options.get_children(): if child is Button and String(child.name).begins_with("BattleRewardOption_"): result.append(child) return result func _verify_buttons(node: Node, viewport_size: Vector2i, state: String) -> void: for child in node.get_children(): if child is BaseButton and child.is_visible_in_tree(): if state.begins_with("market") and String(child.name).begins_with("MarketCategory"): _verify_buttons(child, viewport_size, state) continue var rect := (child as Control).get_global_rect() _expect(rect.size.x >= 47.9 and rect.size.y >= 47.9, "%s button %s is at least 48px (rect=%s)" % [state, child.name, rect]) _expect(rect.position.x >= -1.0 and rect.position.y >= -1.0 and rect.end.x <= viewport_size.x + 1.0 and rect.end.y <= viewport_size.y + 1.0, "%s button %s stays inside viewport (rect=%s)" % [state, child.name, rect]) _verify_buttons(child, viewport_size, state) func _create_prepared_company() -> Dictionary: var draft_service := DraftService.new() draft_service.path = DRAFT_PATH draft_service.company_path = COMPANY_PATH 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 contract_service := ContractService.new() contract_service.company_path = COMPANY_PATH 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 formation_service := FormationService.new() formation_service.company_path = COMPANY_PATH 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 _battle_service() -> RefCounted: var service := BattleService.new() service.company_path = COMPANY_PATH return service func _recruit_ids(company: Dictionary) -> Array[String]: var result: Array[String] = [] for recruit in company.get("owned_recruits", []): result.append(String(recruit.get("recruit_id", ""))) return result 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 _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("M12 Runtime: %s" % message)