Files
aetherbound-guild/runtime/tests/p9_0r6_route_touch_test.gd
T

120 lines
3.5 KiB
GDScript

extends SceneTree
const MainScene = preload("res://main.tscn")
var game: Control
var touch_count := 0
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
game = MainScene.instantiate()
game.auto_boot = false
root.add_child(game)
await settle(10)
game.locale = "zh_CN"
game.muted = true
prepare_real_session_result()
await settle(6)
await tap("OpenRouteBoardButton")
expect(game.page == game.AppPage.ROUTE_BOARD, "session result touch opens route board")
await tap("Route_R6_01")
await tap("Route_R6_03")
expect(game.route_choice == "R6-03", "touch revises route selection")
await tap("ReviewRouteButton")
expect(game.page == game.AppPage.ROUTE_REVIEW, "touch opens route review")
await tap("CancelRouteReviewButton")
expect(game.page == game.AppPage.ROUTE_BOARD and game.route_choice == "R6-03", "touch cancel preserves selection")
await tap("Route_R6_02")
await tap("ReviewRouteButton")
await tap("CommitRouteButton")
expect(game.page == game.AppPage.FOURTH_BATTLE and game.route_committed, "touch commits route and starts battle")
await wait_for_page(game.AppPage.SECOND_CYCLE_RESULT, 720)
expect(game.route_choice == "R6-02" and game.coin == 15, "route reward reaches exact Coin")
expect(find_control(game, "SecondCycleFacts") != null, "touch route renders causal result")
game.queue_free()
game = null
await settle(90)
if failures.is_empty():
print("ABG_P9_0R6_ROUTE_TOUCH_OK touch=%d fallback=0 direct=0 revise=1 review=1 cancel=1 commit=1 battle=1 result=1" % touch_count)
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func prepare_real_session_result() -> void:
game.front_choice = "Hearthguard"
game.rear_choice = "Kindhand"
game.adaptation_choice = "EQ-061"
game.adaptation_committed = true
game.guild_choice = "retain_item"
game.guild_committed = true
game.retained_item = "EQ-061"
game.coin = 8
game.front_hp = 82
game.enemy_hp = 0
game.third_result_time = 6.60
game.page = game.AppPage.SESSION_RESULT
game.render()
func wait_for_page(target_page: int, max_frames: int) -> void:
var previous_scale := Engine.time_scale
Engine.time_scale = 12.0
for frame in range(max_frames):
if game.page == target_page:
break
await process_frame
Engine.time_scale = previous_scale
expect(game.page == target_page, "automatic fourth battle reaches result")
await settle(6)
func tap(node_name: String) -> void:
var control := find_control(game, node_name)
if control == null or not control.is_visible_in_tree() or (control is BaseButton and control.disabled):
failures.append("unavailable touch target %s" % node_name)
return
var position := root.get_final_transform() * control.get_global_rect().get_center()
var down := InputEventScreenTouch.new()
down.index = 0
down.position = position
down.pressed = true
Input.parse_input_event(down)
await process_frame
var up := InputEventScreenTouch.new()
up.index = 0
up.position = position
up.pressed = false
Input.parse_input_event(up)
touch_count += 1
await settle(7)
func find_control(node: Node, node_name: String) -> Control:
if node.name == node_name and node is Control and not node.is_queued_for_deletion():
return node
for child in node.get_children():
var found := find_control(child, node_name)
if found != null:
return found
return null
func settle(frames: int) -> void:
for frame in range(frames):
await process_frame
func expect(condition: bool, message: String) -> void:
if not condition:
failures.append("P9.0R6 route touch: %s" % message)